Notch Notch
2026.2 2026.1 0.9.23
AI MCP
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Line Connection Renderer

Line Connection Renderer

Updated: 15 Sep 2026

Renders lines between nearby particles.

image

Example .dfx

Method #

This node renders lines between pairs of nearby particles, giving the impression of a mesh-like structure. The connection pairs are determined by locating particles that are near to each other using a spatial grid. This grid may be scaled by connecting a node to the Bounding Box input, changing the spawning behaviour and potentially affecting performance. Once connected, particles remain joined by a line for a period of time unless one of the particles dies.

Parameters

These properties control the core behaviours of the node.

ParameterDetails
Geometry Type How the lines are generated.
  • Thin Transparent Lines : Draws set width thin lines.
  • Thick Transparent Lines : Draws thick lines that can be controlled by the “Line Thickness” property.
  • Line Geometry : Generates lines ars geometry. Can be used with materials.
Particle Alpha Change the alpha value for the particles.
Luminance Randomness Control how much randomness is in the luminance of the rendered particles.
Sort Key Value Biases the depth-based render order, to force the particle system to be drawn before or after other objects in the scene.
Depth Bias Offsets particles in depth so they are closer or further away from the camera, changing the point at which they intersect with the rest of the scene.
Distance Threshold Maximum distance a line can be drawn at.
Min Distance Threshold Maximum distance a line can be drawn at.
Particle Use Amount Percentage of particles that can be used by the node.
Line Thickness Edit the thickness of the line rendered. Only functions if “Use Thick Lines” is enabled.
Depth Of Field Amount How much depth of field effects the particles.
Line Connection Lifetime Length of time a line between two points can exist.
Affected Radius The radius of the area of space within which connections may be generated.
Max X Difference The maximum separation of particles in the X axis that can be connected.
Max Y Difference The maximum separation of particles in the Y axis that can be connected.
Max Z Difference The maximum separation of particles in the Z axis that can be connected.
Cast Shadows Control whether shadows are cast.
Sort Particles Toggle whether the particles are sorted by depth from camera from back to front before rendering, enabling transparent particles to be rendered correctly.
Blend Mode Edit the blend mode used for the particles. See Blend Modes for details.
Max Lines Per Particle Maximum number of lines that can be drawn from each particle.
Use Locality Grid TBC.
ParameterDetails
Preview in Viewport Toggle a preview of the Material on a sphere in the Viewport.

BSDF

ParameterDetails
Material Mode The render mode for the blended material: Solid, Transparent, SSS, or Wireframe.
  • Solid :
  • Transparent :
  • SSS :
  • Wireframe :
Colour The colour of the material.
Brightness The brightness of the material.
Specular Intensity The intensity of the specular reflection.
Specular Colour The colour of the specular reflection.
Colour Map -> Specular Colour Use the input colour map as the specular reflection colour.
Specular Anisotropy Controls the anisotropy of the specular reflection.
Specular Falloff Controls the falloff of the specular reflection.
Diffuse Fresnel Controls the fresnel effect on the diffuse reflection.
Metallicness Controls the metallicness of the material.
Roughness Controls the roughness of the material.
Normal Map Mode Changes the format of the input normal map.
  • Off :
  • Tangent Space :
  • Object Space :
Normal Map Intensity TODO
Normal Map - Invert Normal X Flips the red channel of the normal map, mirroring normals along X for maps authored with a different handedness.
Normal Map - Invert Normal Y Flips the green channel of the normal map, mirroring normals along Y for maps authored with a different handedness.
Normal Map - Invert Normal Z Flips the blue channel of the normal map, mirroring normals along Z for maps authored with a different handedness.
Invert Normals Flip the normals of each face, so the lighting is tested against the inside face.
Emissiveness How much of a glow is emitted around the object.
Emissive Scattering Controls how much Emissive lighting is scattered in the scene.
Emissive Lights Scene Controls how much Emissive lighting contributes to lighting the scene.
Use Displacement Enables the use of displacement mapping for the material. *Requires an input displacement map.
  • Off :
  • On :
Displacement How much the deformer displaces the original mesh.
Displacement Offset Adds an initial offset to the displacement.
Parallax Amount How strongly the height map shifts surface sampling to suggest depth (parallax occlusion).
Displacement - Use Polygon UVs TODO
Displacement - Fix Tessellation Seams Welds UV-shell borders during displacement so tessellated seams do not open up along UV islands.
Opacity Mode Controls the opacity mode of the material, and how it blends with the scene.
  • Solid :
  • Blend :
  • Clip :
Alpha Set the alpha amount of the material
Blend Mode Change how the material once added to an object blends with the scene. Only functions with Alpha Mode for details.
  • Linear :
  • Additive :
  • Subtractive :
  • Multiply :
  • Max :
  • Min :
  • Screen :
Alpha Sort Bias Biases the alpha sort in order to make it render in front or behind other transparent objects.
Output Alpha In GBuffer Composite Sends the alpha to the gbuffer composite pass.
Refractions Mode Whether the blended material refracts rays: Full Refractions or Off.
  • Full Refractions :
  • Off :
Translucency Controls the translucency mode of the material.
  • Off :
  • Refraction :
  • Subsurface Scattering :
  • Single Sided SSS :
Refraction IOR TODO
Aberration TODO
Absorption How much light is absorbed by the material as light passes through it.
Absorption Colour Colour to use for absorption.
Subsurface Weight Weight of the subsurface scattering effect.
Subsurface Scatter Radius Radius of the subsurface scattering effect.
Density The density, for use in some simulations.
Diffuse Coat TODO
Diffuse Lightmap Enables an input diffuse lightmap for the material.
  • Off :
  • On :
Baked Diffuse Intensity TODO
Ambient Occlusion Enables the input ambient occlusion map of the material.
  • Off :
  • On :

Textures

ParameterDetails
Colour Texture Defines the base color of the material’s surface. It represents the surface color under neutral, uniform lighting.
Diffuse Map Specifies the color of light that scatters off the surface in all directions. It is functionally similar to the Colour Texture and is a core component of a material’s appearance.
Specular Map Controls the color and intensity of shiny reflections (specular highlights). Brighter areas on the map indicate a more reflective and shinier surface.
Emissiveness Map Determines which parts of a material appear to glow or emit their own light. Brighter values cause the surface to act as a light source.
Metallicness Map A grayscale map to define how ‘metal-like’ a surface is. White values represent pure metal, while black values represent non-metals.
Roughness Map A grayscale map that controls the roughness of the surface. Black represents a smooth, mirror-like surface with sharp reflections, while white represents a rough surface with blurry, diffuse reflections.
Normal Map Adds surface detail like bumps and scratches without adding more polygons to the model. It simulates how light would interact with a more complex surface, creating the illusion of depth.
Displacement Map Physically displaces the vertices of the model’s geometry based on the map’s values. Unlike a Normal Map, this creates real geometric detail that affects the model’s silhouette.
Alpha Map A grayscale map that controls the transparency of the material. Black areas are fully transparent, white areas are fully opaque, and gray values create semi-transparency.
Ambient Occlusion Map Adds subtle, soft shadows to areas that are occluded from ambient light, such as creases and crevices. This enhances realism and adds perceived depth to the model.
Subsurface Colour Map Defines the color of light after it has scattered beneath the surface of a translucent material, such as skin, wax, or marble.
Subsurface Weight Map Controls the intensity of the subsurface scattering effect across the material, defining how much light penetrates and scatters within the surface.
UV Texture Filter Mode Determines the algorithm used for sampling texture pixels when viewed at different angles and distances.
  • Point :
  • Bilinear :
  • Anisotropic :
  • Bicubic :
  • Oversampling :
Diffuse Map -> AO A setting to use the Diffuse or Colour map to contribute to the Ambient Occlusion calculation, often darkening areas based on the base color.
Texture Mip Bias An offset that adjusts which mipmap level is used for a texture. Negative values can sharpen distant textures, while positive values can blur them.

UVs

ParameterDetails
Colour Texture UV Select the UV for the Colour Texture.
  • UV 1 :
  • UV 2 :
  • UV 3 :
  • UV 4 :
Diffuse Map UV Select the UV for the Diffuse Map Texture.
  • UV 1 :
  • UV 2 :
  • UV 3 :
  • UV 4 :
Specular Map UV Select the UV for the Specular Map Texture.
  • UV 1 :
  • UV 2 :
  • UV 3 :
  • UV 4 :
Emissiveness Map UV Select the UV for the Emissiveness Map Texture.
  • UV 1 :
  • UV 2 :
  • UV 3 :
  • UV 4 :
Metallicness Map UV Select the UV for the Metallicness Map Texture.
  • UV 1 :
  • UV 2 :
  • UV 3 :
  • UV 4 :
Roughness Map UV Select the UV for the Roughness Map Texture.
  • UV 1 :
  • UV 2 :
  • UV 3 :
  • UV 4 :
Normal Map UV Select the UV for the CoNormal Map Texture.
  • UV 1 :
  • UV 2 :
  • UV 3 :
  • UV 4 :
Displacement Map UV Select the UV for the Displacement Map Texture.
  • UV 1 :
  • UV 2 :
  • UV 3 :
  • UV 4 :
Alpha Map UV Select the UV for the Alpha Map Texture.
  • UV 1 :
  • UV 2 :
  • UV 3 :
  • UV 4 :
Ambient Occlusion Map UV Select the UV for the Ambient Occlusion Map Texture.
  • UV 1 :
  • UV 2 :
  • UV 3 :
  • UV 4 :
Subsurface Colour Map UV Select the UV for the Subsurface Colour Texture.
  • UV 1 :
  • UV 2 :
  • UV 3 :
  • UV 4 :
Subsurface Weight Map UV Select the UV for the Subsurface Weight Texture.
  • UV 1 :
  • UV 2 :
  • UV 3 :
  • UV 4 :
UV Scale X Scale the UV texture along the X axis.
UV Scale Y Scale the UV texture along the Y axis.
UV Offset X Offset the UV texture along the X axis.
UV Offset Y Offset the UV texture along the Y axis.
Diffuse UV Scale X Scale the Diffuse UV texture along the X axis.
Diffuse UV Scale Y Scale the Diffuse UV texture along the Y axis.
Diffuse UV Offset X Offset the Diffuse UV texture along the X axis.
Diffuse UV Offset Y Offset the Diffuse UV texture along the Y axis.
Texture Wrap Mode U Controls how textures used by the material are wrapped when the U value range exceeds 0 to 1.
  • Repeat :
  • Clamp :
  • Border With Black :
  • Mirror :
Texture Wrap Mode V Controls how textures used by the material are wrapped when the V value range exceeds 0 to 1.
  • Repeat :
  • Clamp :
  • Border With Black :
  • Mirror :
Diffuse Texture Filter Mode Controls how textures used by the material are filtered.
  • Point :
  • Bilinear :
  • Anisotropic :
  • Bicubic :
  • Oversampling :
Diffuse Texture Wrap Mode U Controls how textures used by the material are wrapped when the U value range exceeds 0 to 1.
  • Repeat :
  • Clamp :
  • Border With Black :
  • Mirror :
Diffuse Texture Wrap Mode V Controls how textures used by the material are wrapped when the V value range exceeds 0 to 1.
  • Repeat :
  • Clamp :
  • Border With Black :
  • Mirror :
UV Remap Filtering Enables filtering for remapping UV’s. Only functions with eligible textures.

Lighting

ParameterDetails
Lit Determines if the material is affected by lights in the scene. When disabled, the material appears fully lit by its own colour and texture, regardless of scene lighting.
  • No :
  • Yes :
Reflections Mode Controls how the material generates reflections from its surroundings.
  • Full Reflections :
  • Env Map :
  • Off :
Shadows Defines how the object interacts with shadows in the scene.
  • Cast + Receive :
  • Cast :
  • Receive :
  • Off :
Shadow Catcher Colour Set the colour of the material when “Shadows” is set to “Shadow Catcher”.
Raytraced Include the blended material in raytraced reflections and refractions.
Voxel Cone Include the blended material in voxel cone traced lighting, so it contributes indirect light and bounces.
Screen Space Include the blended material in screen space reflection and refraction passes.
Probes Include the blended material when baking lighting probes, so it casts indirect light.
Environment Mapping Apply the environment map to the blended material’s reflections.
Subsurface Scatter Include the blended material in subsurface scattering passes, letting light bleed through the surface.
Render Visibility Controls the object’s visibility to different types of rays in the renderer, which is useful for advanced effects.
  • Full :
  • Unseen by Rays :
  • Unseen by Camera :
Raytracing Settings Determines whether the material uses the scene’s global raytracing depth settings or custom values.
  • Use Global Settings :
  • Override :
Max. Diffuse Depth Limits the number of times a ray can bounce off diffuse surfaces, affecting indirect lighting quality.
Max. Glossy Depth Limits the number of times a ray can reflect off glossy or specular surfaces.
Max. Refraction Depth Limits the number of times a ray can pass through refractive (transparent) surfaces.

Geometry

ParameterDetails
Polygon Sidedness The orientation of the polygon’s faces.
  • Front :
  • Back :
  • Double Sided :
Flip Polygons Flips the orientation of the polygon’s faces.
Surface Smoothing Smooth the vertex normals of the blended material across edges: Smooth, or Flat.
  • Smooth :
  • Flat :
Normal Smoothness How strongly normals are smoothed for the blended material, softening faceting between polygons.
Smoothing Angle The angle difference used to determine a hard edge or a soft curve.
Wireframe Displays the material’s geometry as a wireframe.

FX

ParameterDetails
Rim Lighting Simulates Rim Lighting on the material with respect to the camera.
  • Off :
  • Rim Lighting :
Rim Lighting Use Material Colour TODO
Rim Lighting Colour TODO
Rim Lighting Intensity TODO
Rim Lighting Falloff TODO
Glow Controls the glow of the Rim Lighting.

Vertex Colours

ParameterDetails
Vertex Colours - Apply To Colour Set how the vertex colours apply to the colour of the mesh.
  • No :
  • Multiply by RGB :
  • Multiply by Red :
  • Multiply by Green :
  • Multiply by Blue :
  • Multiply by Alpha :
  • Multiply by Inv Red :
  • Multiply by Inv Green :
  • Multiply by Inv Blue :
  • Multiply by Inv Alpha :
Vertex Colours - Apply To Alpha Set how the vertex colours apply to the alpha of the mesh.
  • No :
  • Multiply by Red :
  • Multiply by Green :
  • Multiply by Blue :
  • Multiply by Alpha :
  • Multiply by Inv Red :
  • Multiply by Inv Green :
  • Multiply by Inv Blue :
  • Multiply by Inv Alpha :
Vertex Colours - Apply To Roughness Set how the vertex colours apply to the roughness of the mesh.
  • No :
  • Multiply by Red :
  • Multiply by Green :
  • Multiply by Blue :
  • Multiply by Alpha :
  • Multiply by Inv Red :
  • Multiply by Inv Green :
  • Multiply by Inv Blue :
  • Multiply by Inv Alpha :
Vertex Colours - Apply To Metallicness Set how the vertex colours apply to the metallicness of the mesh.
  • No :
  • Multiply by Red :
  • Multiply by Green :
  • Multiply by Blue :
  • Multiply by Alpha :
  • Multiply by Inv Red :
  • Multiply by Inv Green :
  • Multiply by Inv Blue :
  • Multiply by Inv Alpha :
Vertex Colours - Apply To Emissiveness Set how the vertex colours apply to the emissiveness of the mesh.
  • No :
  • Multiply by Red :
  • Multiply by Green :
  • Multiply by Blue :
  • Multiply by Alpha :
  • Multiply by Inv Red :
  • Multiply by Inv Green :
  • Multiply by Inv Blue :
  • Multiply by Inv Alpha :
Flat Shade Colours Flatten vertex colours across each polygon so the blended material reads solid facets instead of interpolating gradients.

The properties control the time at which the node is active. See Timeline for editing time segments.

ParameterDetails
Duration Control the duration of the node’s time segment.
  • Composition Duration : Use the length of the composition for the node’s time segment duration.
  • Custom : Set a custom duration for the node’s time segment.
Node Time The custom start and end time for the node.
Duration (Timecode) The length of the node’s time segment (in time).
Duration (Frames) The length of the node’s time segment (in frames).
Time Segment Enabled Set whether the node’s time segment is enabled or not in the Timeline.

Inputs

NameDescriptionTypical Input
Bounding BoxLimit the area for which shadow casting will be calculated.Bounding Box
Affected Centre PositionControls the centre position of a radial area of space where the connections may be generated.Null
MaterialOverride the default material with a material node.Materials
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
Parameter Value ArrayUsed to set the parameters of the node using an array.Parameter Array