emitter#

An emitter is a collection of nodes that control the behavior and look of the emitter and particles. ATTENTION!: omni.particle.system.core is currently undergoing extensive (breaking) changes. Please be aware that systems built with the existing extension will need to be rebuilt in the USD Composer 2023.2 release.

Installation#

To use this Node, you must enable omni.particle.system.core in the Extension Manager.

Inputs#

Name

Type

Description

Default

active

bool

Is the Emitter node currently active?

True

aim

float[3]

Aim points the particle in a specific direction in x,y,z. If you want to have the particle or shape to be in a specific orientation, disable ‘Face Active Camera’ and ‘Orient with Active Camera’ in the Geometry Replicator or Point Instancer. ‘Aim Inherits Velocity’ in Solver also influences Aim.

[1, 0, 0]

aimRandom

float[3]

Aim the particle in a random direction. If you want to have the particle or shape to be in a specific orientation, disable ‘Face Active Camera’ and ‘Orient With Active Camera’ in the Geometry Replicator or Point Instancer. ‘Aim Inherits Velocity’ in Solver also influences Aim.

[0, 0, 0]

alongAxis

float

‘Along Axis’ uses the Emitter Source to push particles along the X axis. Rotate the Emitter Source to change the push direction. Along Axis averages with ‘Away From Center’. ‘Speed’ influences the particle’s speed.

0.0

awayFromCenter

float

‘Away from Center’ pushes the particles out from the Emitter Source Shape normals. The shape of the Emitter Source influences the direction of the push. Away From Center averages with ‘Along Axis’. ‘Speed’ influences the particle outward push.

1.0

color

float[3]

‘Color’ sets a vertex color per particle spawn. You must have ‘Generate Color and Opacity’ enabled in ‘Options’ and ‘Enable Vertex Colors’ enabled your Material.

[1, 1, 1]

colorRandom

float[3]

‘Random Color’ Sets a random vertex color to the particle. You must have ‘Generate Color and Opacity’ enabled in ‘Options’ and ‘Enable Vertex Colors’ enabled your Material.

[0, 0, 0]

cycleActive

bool

When this is on, emission will be made active and inactive in cycles with period specified by ‘Cycle Duration’, with the active portion specified by ‘Cycle Emission Start’ and ‘Cycle Emission End’.

False

cycleDuration

float

When ‘Activate Cycle Emission’ is on, this is the cycle time period in seconds.

2.0

cycleFadeIn

float

This is a value from 0 to 1 indicating where in the cycle emission starts. This only applies when ‘Activate Cycle Emission’ is on. If this value is 0, the emission will start at the beginning of the cycle, regardless of cycle duration.

0.0

cycleFadeOut

float

This is a value from 0 to 1 indicating where in the cycle emission ends. This only applies when ‘Activate Cycle Emission’ is on. If this value is 1, the emission will stop at the end of the cycle, regardless of cycle duration.

1.0

cycleLoop

bool

When ‘Activate Cycle Emission’ is on and this is off, the cycle runs once, instead of repeatedly.

True

directionRandom

float[3]

Push particles in a random x,y,z Direction.

[0, 0, 0]

emitInsideVolume

bool

When this is on, particles will be emitted throughout the volume of the Emitter Source prims. Otherwise, particles will be emitted from the surface of the Emitter Source prims.

True

emitFromOrientedPointCloud

bool

Emit from oriented point cloud (represented by inputs:positions and inputs:normals attributes).

True

emitFromParticles

bool

Emit from particles (represented by inputs:sourceParticles).

True

generateColorAndOpacity

bool

If enabled the particle will generate color and opacity. This allows the particle to be colored with vertex colors and opacity to be influenced by a float.

False

lifespan

float

Lifespan is how long the particle will live in seconds.

1.0

lifespanRandom

float

Randomly change the range of the lifespan of the particle.

0.0

mass

float

‘Weight’ of the particle.

1.0

objectIndex

int

Object index is valid if you have multiple sources to output. this number corresponds with the order you imported your sources.

0

objectIndexRandom

int

Randomly pick an ‘Object Index’ source in a range.

0

opacity

float

Opacity controls how transparent your particle renders. You must have ‘Generate Color and Opacity’ enabled in ‘Options’ and ‘Enable Opacity’ enabled your Material. If your translucent Particle isn’t displaying correctly, toggle ‘Enable Fractional Cutout Opacity’ in RTX Settings, Ray Tracing.

1.0

opacityRandom

float

Randomly change the particle Opacity per particle spawn. You must have ‘Generate Color and Opacity’ enabled in ‘Options’ and ‘Enable Opacity’ enabled your Material. If your translucent Particle isn’t displaying correctly, toggle ‘Enable Fractional Cutout Opacity’ in RTX Settings, Ray Tracing.

0.0

collisionRadius

float

The radius of the particle collision.

1.0

selfCollisionRadius

float

The radius of the particle self collision.

1.0

radiusInfluencesScale

bool

If toggled the Radius of the collision multiplies the Size of the particle.

True

radiusRandom

float

Randomly set a collision radius in a range.

0.0

randomSeed

uint64

Changing this value changes the particles emitted randomly.

0

rate

float

Constant emission rate, in particles per second, when active.

10.0

ratePerSourceDistance

float

Emission rate, in particles per meter that each emission source moves, when active.

0.0

burstCount

int

Number of particles to emit at time zero or at the beginning of emission in each cycle.

0

rotation

float[3]

Rotate the particle in x,y,z. If you want to have the particle or shape to be in a specific orientation, disable ‘Face Active Camera’ and ‘Orient With Active Camera’ in the Geometry Replicator or Point Instancer. ‘Aim Inherits Velocity’ in Solver also can influence Rotation.

[0, 0, 0]

rotationRandom

float[3]

Randomly rotate the particle in x,y,z along a range. If you want to have the particle or shape to be in a specific orientation, disable ‘Face Active Camera’ and ‘Orient With Active Camera’ in the Geometry Replicator or Point Instancer. ‘Aim Inherits Velocity’ in Solver also can influence Rotation.

[0, 0, 0]

scale

float[3]

Change the size of the particle or shape in x,y,z.

[5, 5, 5]

scaleRandom

float

Randomly change the size of the particle or shape per particle spawn in x,y,z.

0.0

speed

float

The outward velocity of the particle per spawn.

100.0

speedRandom

float

Randomly change the speed of the particle per particle spawn

0.0

addSourceVelocity

float

When this is non-zero, this portion of the velocity of an emission source is added to the particles emitted from it.

0.0

up

float[3]

Change the ‘top’ value of the particle in x,y,z. If you want to have the particle or shape to be in a specific orientation, disable ‘Face Active Camera’ and ‘Orient With Active Camera’ in the Geometry Replicator or Point Instancer. ‘Aim Inherits Velocity’ in Solver also influences Up.

[0, 1, 0]

upRandom

float[3]

Randomly change the ‘top’ value of the particle on spawn. If you want to have the particle or shape to be in a specific orientation, disable ‘Face Active Camera’ and ‘Orient With Active Camera’ in the Geometry Replicator or Point Instancer. ‘Aim Inherits Velocity’ in Solver also influences Up.

[0, 0, 0]

sourceParticlePositionRandom

float

Randomize source particle positions

0.0

inheritSourceParticleVelocity

float

Inherit velocity when emitting from particles

0.0

inheritSourceParticleMass

float

Inherit mass when emitting from particles

0.0

inheritSourceParticleScale

float

Inherit scale when emitting from particles

0.0

inheritSourceParticleRadius

float

Inherit scale when emitting from particles

0.0

inheritSourceParticleColor

float

Inherit color when emitting from particles

0.0

inheritSourceParticleOpacity

float

Inherit opacity when emitting from particles

0.0

inheritSourceParticleObjectIndex

bool

Inherit object index when emitting from particles

False

points

pointf[3][]

Input pointcloud positions

[]

normals

vectorf[3][]

Input pointcloud normals

[]

particles

bundle

Input particle data

sourceParticles

bundle

Input particle data (for emission)

prim

bundle

Input geometry prims

primPath

path

Input geometry prim paths

Outputs#

Name

Type

Description

Default

particles

bundle

Emitted particle data