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Manual 1.0 Manual 0.9.23
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Particles To Point Geometry

Particles To Point Geometry

Updated: 15 Feb 2025

Renders particles as raytraced spheres.

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Example .dfx

Method #

This node renders a raytraced sphere for all particles. Although it is not geometry like a primitive, the sphere will correctly simulate lighting and material shading the same way as a 3D object, and a Material node can be added for greater control.

For a particle system that only needs small points or spheres, this node can be faster and higher quality. for a wide variety of shapes, use the Particle Cloner node.
Emissive Materials can be connected, but will not emit lighting. If needed, look at a Particle Cloner workflow instead.

Parameters

These properties control the core behaviours of the node.

ParameterDetails
Particle Use Amount Percentage of particles that can be used by the node.
Point Size Edit the size of the particles once they are rendered.
Point Size Randomness Control the randomness in size of the particles.
Luminance Control the luminance of the rendered particles.
Luminance Randomness Control how much randomness is in the luminance of the rendered particles.

These properties control how the geometry is rendered into the scene.

ParameterDetails
Visible Control whether the node is visible or not to the scene.
Seen By Rays Allow the mesh to be seen by the raytracer. When set to 0, the mesh will still render in camera but will be ignored by any raytracing nodes.

Preview the objects material in the viewport.

These properties control how the surface of the generated mesh reacts to light in the scene. See Materials for a breakdown of all these properties individually.

Inputs

NameDescriptionTypical Input
MaterialAdd a material to override the internal default material.Material
Rendered EmittersSpecify which emitters are rendered using this renderer. By default, all emitters connected to the same particle root as the renderer are rendered.Primitive Emitter
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