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Manual 1.0 Manual 0.9.23
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Particle 2D Emitter

Particle 2D Emitter

Updated: 4 Dec 2023

Emits ink into a field from particles.

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Method #

This node generates colour/ink based on the positions and movement of particles from a particle system. The particles contribute both ink and velocities to the field.

The outputs from this node are just its transforms, useful for having multiple nodes follow the same motions without controlling each of their transforms individually.

Parameters

These properties control the core behaviours of the node.

ParameterDetails
TextureAdd a texture for the particles to use to emit into the field.
Intensity ScaleHow strong the emitter is on the field.
Output VelocitiesToggle whether the velocities from the source particle system should be passed into the field.
Velocity ScaleScale the generated affector velocities.
Particle SizeControl the size of the particles in the field system.
Size RandomnessAdd randomness to the size of the particle emission shapes.
Particle X ScaleScale each particles emission shape on the x axis.
Particle Y ScaleScale each particles emission shape on the y axis.
Particle Scale CoeffsTBC
Particle AlphaControl the alpha value for each particle in the field.
VisibleControl the visibility value for each particle in the field.
Blur Mip LevelsNumber of blur amount levels between near and far.
Rotation RandomnessAdd randomness to the rotation of the particle emission shapes.
Luminance RandomnessAdd randomness to the luminance, or brightness, of the particle emission.
Screen Size LimitsTBC
Motion Blur AmountThe amount of motion blur applied to the field system
LitLegacy, due to be removed
Casts ShadowsLegacy, due to be removed
Sort ParticlesTBC
Blend ModesHow the emitter blends into the field. See Blend Modes for details.
  • Linear : The emittedd ink is blended with the field.
  • Additive : The emittedd ink is blended with the field.
  • Subtractive : The emittedd ink is subtracted with the field.
Mipmap EnabledEnables the use of Mipmaps at different distances from the camera.
Emission ModeWhen to emit.

These properties control spritesheet animation for input images which contain an animated texture.

ParameterDetails
Use Texture AnimationEdit whether the texture animation is shown with the rendering.
Animation RateEdit whether the texture animation is shown with the rendering.
Num Frames XChange how many tiles the sprite image will be spread across the x axis.
Num Frames YChange how many tiles the sprite image will be spread across the y axis.
Start FrameThe method by which the start frame of the texture animation is chosen.
  • Frame 0 : The animation always starts at frame 0 for every particle.
  • Random : A random frame is chosen as the start frame.
  • Particle Index : The particle’s emission sequence index is used to choose the start frame.

Inputs

NameDescriptionTypical Input
Particle NodeThe particle root used to generate the field. A particle system must be connected for this node to function.Particle Root
Sprite Transform NodeApply the transforms of another node to this node’s particle sprites, relative to its parent.3D Null
Image NodeImage or video to apply to each particle spriteVideo Loader
Density NodesShading node input for controlling emitter densityFractal Noise
Temperature NodesShading node input for controlling emitter temperatureFractal Noise
Fuel NodesShading node input for controlling emitter fuel amountFractal Noise
Colour NodesShading node input for controlling emitter colourFractal Noise
Velocity NodesShading node input for controlling emitter velocityFractal Noise
Transform ModifiersApply the transforms of another node to this node.Null
Target NodeModifiy the rotations of the node to always direct the z axis towards the input.Null
Local Transform OverrideApply the transforms of another node to this node, relative to its parent.Null