Notch Notch Manual 1.0
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Particles To Point Geometry

Particles To Point Geometry

Renders particles as raytraced spheres

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 Clone To Particles node.
Emissive Materials can be connected, but will not emit lighting. If needed, look at a Clone To Particles workflow instead.

Parameters

These properties control the core behaviours of the node.

ParameterDetails
Particle Use AmountTBC
Point SizeTBC
Point Size RandomnessTBC
LuminanceTBC
Luminance RandomnessTBC

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

ParameterDetails
VisibleTBC
Seen By RaysTBC

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
MaterialTBCTBC
Rendered EmittersTBCTBC
Transform ModifiersTBCTBC
Target NodeTBCTBC
Local Transform OverrideTBCTBC
Position XTBCTBC
Position YTBCTBC
Position ZTBCTBC
Rotation HeadingTBCTBC
Rotation PitchTBCTBC
Rotation BankTBCTBC
Scale XTBCTBC
Scale YTBCTBC
Scale ZTBCTBC
Get World Position XTBCTBC
Get World Position YTBCTBC
Get World Position ZTBCTBC
Luminance RandomnessTBCTBC
Sort Key ValueTBCTBC
Particle Use AmountTBCTBC
Point SizeTBCTBC
Point Size RandomnessTBCTBC
LuminanceTBCTBC
VisibleTBCTBC
Seen By RaysTBCTBC
Colour RTBCTBC
Colour GTBCTBC
Colour BTBCTBC
Colour ATBCTBC
ColourTBCTBC
Specular Colour RTBCTBC
Specular Colour GTBCTBC
Specular Colour BTBCTBC
Specular Colour ATBCTBC
Specular ColourTBCTBC
Rim Lighting Colour RTBCTBC
Rim Lighting Colour GTBCTBC
Rim Lighting Colour BTBCTBC
Rim Lighting Colour ATBCTBC
Rim Lighting ColourTBCTBC
Absorption Colour RTBCTBC
Absorption Colour GTBCTBC
Absorption Colour BTBCTBC
Absorption Colour ATBCTBC
Absorption ColourTBCTBC
Shadow Catcher Colour RTBCTBC
Shadow Catcher Colour GTBCTBC
Shadow Catcher Colour BTBCTBC
Shadow Catcher Colour ATBCTBC
Shadow Catcher ColourTBCTBC
Diffuse Coat RTBCTBC
Diffuse Coat GTBCTBC
Diffuse Coat BTBCTBC
Diffuse Coat ATBCTBC
Diffuse CoatTBCTBC
BrightnessTBCTBC
Specular IntensityTBCTBC
AlphaTBCTBC
MetallicnessTBCTBC
RoughnessTBCTBC
Specular FalloffTBCTBC
Specular AnisotropyTBCTBC
Diffuse FresnelTBCTBC
EmissivenessTBCTBC
DensityTBCTBC
GlowTBCTBC
Baked Diffuse IntensityTBCTBC
Alpha Sort BiasTBCTBC
Normal Map IntensityTBCTBC
Normal SmoothnessTBCTBC
Smoothing AngleTBCTBC
Motion Blur Velocity ScaleTBCTBC
DisplacementTBCTBC
Displacement OffsetTBCTBC
Rim Lighting IntensityTBCTBC
Rim Lighting FalloffTBCTBC
Subsurface Scatter RadiusTBCTBC
Subsurface WeightTBCTBC
Parallax AmountTBCTBC
UV Scale XTBCTBC
UV Scale YTBCTBC
UV Offset XTBCTBC
UV Offset YTBCTBC
Diffuse UV Scale XTBCTBC
Diffuse UV Scale YTBCTBC
Diffuse UV Offset XTBCTBC
Diffuse UV Offset YTBCTBC
Texture Mip BiasTBCTBC
Refraction IORTBCTBC
AberrationTBCTBC
Transparent DiffuseTBCTBC
AbsorptionTBCTBC