Notch Notch Manual 1.0
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Screen Emitter

Screen Emitter

Emit particles from objects within the screen space.

image

Method #

This node emits particles only from objects within the cameras view. Useful for efficiently emitting particles across a large dynamic scene, or creating apparent point clouds from meshes in the camera view. Particles can be emitted from other layers by adding a Render Layer node as an input to this node.

The transformation values of this node will be inherited by its children. Furthermore, Affectors, Shading, and Rendering nodes will only be effective to the particles emit by this emitter.

Parameters

These properties control the 3D transforms of the node. Transforms will generally be inherited by child nodes, although they can be ignored through the Inherit Transform Channels attributes.

ParameterDetails
Position XMove along the local x-axis.
Position YMove along the local y-axis.
Position ZMove along the local z-axis.
Rotation HeadingRotate around the local y-axis.
Rotation PitchRotate around the local x-axis.
Rotation BankRotate around the local z-axis.
Scale XScale along the local x-axis.
Scale YScale along the local y-axis.
Scale ZScale along the local z-axis.

Control the inheritance of the transforms from the parent.

ParameterDetails
PositionToggle inheritance of the Position from the parent.
RotationToggle inheritance of the Rotation from the parent.
ScaleToggle inheritance of the Scale from the parent.
World Position OnlyInherit the world position from the parent only, rotation and scale will be ignored. Overrides above properties.
Inherit TimeToggle inheritance of time from the parent.

These properties control the core behaviours of the node.

ParameterDetails
Flip ImageFlip the image input vertically.
Luminance Offset ScaleBias the particles in depth by the luminance of the source pixel.
Use ThicknessToggle whether emit the particles on a 2d plane, or in three dimensions.
ThicknessChange the thickness of the three dimensional area the particles can spawn in. Only functions if ‘Use Thickness’ is on.
Pixel Cull/Thickness ModeChange how the depth of the particle generation is calculated.
  • Alpha Channel : lower alpha values will have greater depth.
  • Luminescence : darker parts of the image will have greater depth.
  • Luminance * Alpha Channel : luminance values are multiplied by alpha values and lower values after which are given greater depth.
Alpha ThresholdLimit where the particles will spawn based on their source alpha.
Image Colour AdaptionHow much the particle colours adapt to the image colours.
Particle Use Image AlphaToggle whether particles use the image alpha.
Emission Velocity Normal DirectionHow great a velocity the particles are given in the normal direction of the object when spawned.
Limit Emissions Per PixelToggle whether the number of particles that can be emitted per pixel can be limited.
Max Emissions Per PixelThe maximum number of particles that can emit per pixels. Only functions if “Limit Emissions Per Pixel” is true.
Emission Area MinControl the minimum area that the particles will be emitted.
Emission Area MaxControl the maximum area that the particles will be emitted.

These properties control how the particles are emit from the node, and thier core life properties.

ParameterDetails
Emitter ActiveChange whether the emitter is on or off.
RandomnessHow much randomness is added in the particles movement.
LifeControl how low long each particle exists for.
Life RandomnessControl the randomness for the life of each particle.
Emission RateWhat percentage of the particles are emitted from the emitter per second.
Max Particle CountSet a maximum particle count for the emitter.
Respawn EnabledToggle whether a particle can respawn.

Tints the particles colours from the emitter. To enable, add an colour ramp input to this node.

ParameterDetails
Colour Selection ModeChoose how the input colour affects the particles.
  • Input Colour : The first colour input is the only colour output.
  • Selected Single Colour : Uses the colour selection parameter to decide which colour to use.
  • Emission Time : Colour is selected based on time at which the particle is emitted.
  • Random Colour : the colour is selected randomly at the particles creation.
Colour Selection ParametersA number used to select the colour output.

These properties allow the motion vectors from an input optical flow node to move the emitted particles.

ParameterDetails
Motion Vector EffectScales effect of motion vectors on the motion of the particles.
Time OffsetOffset the time the

These properties control the material the particles use for emission.

ParameterDetails
ColourRGB colour of particles.
DiffuseControl how much the light is scattered from the surface of the object.
EmissivenessControl how much light is emitted by the particle.
Life Colour Affecter WeightControls how much the result of any Life Colour Shading nodes are blended with the particle’s colour.
Particle ScaleScale the size of the particle.
Dof AmountHow much depth of field effects the particles material.
DensityThe density, for use in some simulations.
TemperatureThe density, for use in some simulations.
Cooling RateThe cooling rate, for thermal dynamics simulations.
Density DecayControl the rate of decay in the density.
Fade In TimeWhat percentage through the particles life span the particle fades in.
Fade Out TimeWhat percentage through the particles life span the particle fades out.

Inputs

NameDescriptionTypical Input
Render LayerLayer to render the particles from.Render Layer
Colour ControlControl the colours of the particles on emission.Colour Ramp
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

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