Particles To Point Geometry
Updated: 14 Jan 2026
Renders particles as raytraced spheres.
Updated: 14 Jan 2026
Renders particles as raytraced spheres.
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.
These properties control the core behaviours of the node.
| Parameter | Details |
|---|---|
| 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.
| Parameter | Details |
|---|---|
| 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.
| Parameter | Details |
|---|---|
| Preview in Viewport | Toggle a preview of the Material on a sphere 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.
| Parameter | Details |
|---|---|
| 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.
|
| Normal Map Intensity | TODO |
| 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.
|
| Displacement | How much the deformer displaces the original mesh. |
| Displacement Offset | Adds an initial offset to the displacement. |
| Displacement - Use Polygon UVs | TODO |
| Opacity Mode |
Controls the opacity mode of the material, and how it blends with the scene.
|
| 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.
|
| 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. |
| Translucency |
Controls the translucency mode of the material.
|
| 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. |
| Diffuse Coat | TODO |
| Diffuse Lightmap |
Enables an input diffuse lightmap for the material.
|
| Baked Diffuse Intensity | TODO |
| Ambient Occlusion |
Enables the input ambient occlusion map of the material.
|
| Parameter | Details |
|---|---|
| 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.
|
| 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. |
| Parameter | Details |
|---|---|
| Colour Texture UV |
Select the UV for the Colour Texture.
|
| Diffuse Map UV |
Select the UV for the Diffuse Map Texture.
|
| Specular Map UV |
Select the UV for the Specular Map Texture.
|
| Emissiveness Map UV |
Select the UV for the Emissiveness Map Texture.
|
| Metallicness Map UV |
Select the UV for the Metallicness Map Texture.
|
| Roughness Map UV |
Select the UV for the Roughness Map Texture.
|
| Normal Map UV |
Select the UV for the CoNormal Map Texture.
|
| Displacement Map UV |
Select the UV for the Displacement Map Texture.
|
| Alpha Map UV |
Select the UV for the Alpha Map Texture.
|
| Ambient Occlusion Map UV |
Select the UV for the Ambient Occlusion Map Texture.
|
| Subsurface Colour Map UV |
Select the UV for the Subsurface Colour Texture.
|
| Subsurface Weight Map UV |
Select the UV for the Subsurface Weight Texture.
|
| 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.
|
| Texture Wrap Mode V |
Controls how textures used by the material are wrapped when the V value range exceeds 0 to 1.
|
| Diffuse Texture Filter Mode |
Controls how textures used by the material are filtered.
|
| Diffuse Texture Wrap Mode U |
Controls how textures used by the material are wrapped when the U value range exceeds 0 to 1.
|
| Diffuse Texture Wrap Mode V |
Controls how textures used by the material are wrapped when the V value range exceeds 0 to 1.
|
| UV Remap Filtering | Enables filtering for remapping UV’s. Only functions with eligible textures. |
| Parameter | Details |
|---|---|
| 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. |
| Reflections Mode |
Controls how the material generates reflections from its surroundings.
|
| Shadows |
Defines how the object interacts with shadows in the scene.
|
| Shadow Catcher Colour | Set the colour of the material when “Shadows” is set to “Shadow Catcher”. |
| Render Visibility |
Controls the object’s visibility to different types of rays in the renderer, which is useful for advanced effects.
|
| Raytracing Settings |
Determines whether the material uses the scene’s global raytracing depth settings or custom values.
|
| 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. |
| Parameter | Details |
|---|---|
| Polygon Sidedness |
The orientation of the polygon’s faces.
|
| Flip Polygons | Flips the orientation of the polygon’s faces. |
| Smoothing Angle | The angle difference used to determine a hard edge or a soft curve. |
| Wireframe | Displays the material’s geometry as a wireframe. |
| Parameter | Details |
|---|---|
| Rim Lighting |
Simulates Rim Lighting on the material with respect to the camera.
|
| 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. |
| Parameter | Details |
|---|---|
| Vertex Colours - Apply To Colour |
Set how the vertex colours apply to the colour of the mesh.
|
| Vertex Colours - Apply To Alpha |
Set how the vertex colours apply to the alpha of the mesh.
|
| Vertex Colours - Apply To Roughness |
Set how the vertex colours apply to the roughness of the mesh.
|
| Vertex Colours - Apply To Metallicness |
Set how the vertex colours apply to the metallicness of the mesh.
|
| Vertex Colours - Apply To Emissiveness |
Set how the vertex colours apply to the emissiveness of the mesh.
|
The properties control the time at which the node is active. See Timeline for editing time segments.
| Parameter | Details |
|---|---|
| Duration |
Control the duration of 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. |
| Name | Description | Typical Input |
|---|---|---|
| Material | Add a material to override the internal default material. | Material |
| Rendered Emitters | Specify 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 Modifiers | Apply the transforms of another node to this node. | Null |
| Target Node | Modifiy the rotations of the node to always direct the z axis towards the input. | Null |
| Local Transform Override | Apply the transforms of another node to this node, relative to its parent. | Null |
| Parameter Value Array | Used to set the parameters of the node using an array. | Parameter Array |