Core Particle System Nodes#

ParticleCore01

The following are the default nodes when you make a base particle system.

This node holds the collection of core nodes a particle system consists of. A subgraph is a scope that can contain nodes. Each subgraph can be scheduled and evaluated in a different way.

Omnigraph offers push pull and dirty pull evaluation. An action graph evaluator. In the future more evaluations will come online.

A complex effect may be assembled from multiple particle systems.

Emitter Node#

EmitterNodeLook01

The emitter injects new particles into the system. Its UI is divided into several sections: Emitter, Emission Cycle, Spawn, Display, Orientation, Collision and Source Primitive sections.

Emitter#

This group of parameters control the Emitter basics.

EmitterNode01

Emitter

Description

Active

Toggle: Controls whether the Emitter Node is Active or Inactive.

Emit from Volume or Surface

Toggle: When enabled, particles will be emitted throughout the volume of the Emitter Source Prim.
When disabled, particles will be emitted from the surface of the Emitter Source Prims.

Random Seed

Changing this value changes the particles emitted randomly.

Emit From Particles

When enables, particles can be emitted from particles.

Emitter Spawn Rate#

This group controls how you want the particle to spawn. Burst, looping.

EmitterRate01

Spawn Rate

Description

Spawn Rate Per Second

Emission rate number of particles per second.

Spawn Rate Per distance

Emission rate, in particles per unit of distance.
Emission active when source moves.

Emitter Emission Cycle#

This group of parameters control the Emitter Node’s method of spawning. The particle system is looping or bursting.

EmitterCycle01

Emission Cycle

Description

Activate Cycle Emission

Toggle: When Enabled, emission will be made active and inactive in cycles with period specified by the Cycle Emission.
Enable this toggle to use Burst Spawn Count.
The active portion is specified by Cycle Emission Start and Cycle Emission End.

Loop Cycle

Toggle: When Activate Burst Emission is on and this is enabled, the cycle runs repeatedly.
When Activate Burst Emission is on and this is disabled, the cycle only runs once.

Cycle Duration

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

Cycle Emission Start

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.
Example: If cycle duration is 7 seconds, and this value is 0.5, emission will start 3.5 seconds after the beginning of each cycle.
Example: If cycle duration is 4 seconds, and this value is 0.5, emission will start 2 seconds after the beginning of each cycle.

Cycle Emission End

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.
Example: If cycle duration is 7 seconds, and this value is 0.5, emission will end 3.5 seconds after the beginning of each cycle.
Example: If cycle duration is 4 seconds, and this value is 0.5, emission will end 2 seconds after the beginning of each cycle.

Burst Spawn Count

Number of particles to emit at time zero or at the beginning of the Emission in each cycle.
Activate Cycle Emission must be enabled.

Emitter Lifespan#

This group allows you to change the lifespan of the particle in seconds.

EmitterLifespan01

Lifespan

Description

Lifespan

Lifetime of the particles in seconds

Lifespan Random

Randomly change the lifetime to the particle per spawn.

Emitter Direction, Speed and Mass#

This group of parameters control the particle’s behavior on spawn.

Emitterinit01

Direction, Speed and Mass

Description

Emit Along Axis

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

Emit Away From Center

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

Random Direction

Push particles in a random X,Y,Z direction per spawn.

Add Source Velocity

When this is non-zero, this portion of the velocity of an emission source is added to the particles emitted from it.
The higher positive or negative value, the more velocity applied respectively.
If zero no velocity is applied.

Speed

The outward movement of the particle per Spawn
See Emit Along Axis and Emit Away From Center.

Speed Random

Randomly change the Speed of the particle per spawn.

Mass

“Weight” of the particle.

Emitter Display#

This group of parameters control the particle’s visualization. This works with the Translucent Material.

EmitterDisplay01

Display

Description

Particle Size

Change the size of the particle or mesh in X,Y,Z.

Random Particle Size

Randomly change the size of the particle or mesh in X,Y,Z per spawn.

Indexed Object

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

Random Indexed Object

Randomly pick an Object Index source in a range per spawn.

Generate Color and Opacity

Toggle: 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.

Color

Sets a vertex color per particle spawn.
You must have Generate Color and Opacity enabled above and Enable Vertex Colors enabled in your Translucent Material

Random Color

Sets a random vertex color to the particle per spawn.
You must have Generate Color and Opacity enabled above and Enable Vertex Colors enabled in your Translucent Material.

Opacity

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

Random Opacity

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

Emitter Orientation#

This group of parameters control the particle’s orientation.

Controlling Orientation If you want a 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 Orientation.

EmitterDisplay01

Orientation

Description

Rotation

Rotate the particle in X Y Z in degrees.

Random Rotation

Randomly rotate the particle in X, Y, Z along a degree range per spawn.

Aim

Aim points the particle in a specific direction in x,y,z.

Random Aim

Aim the particle in a random direction per spawn.

Up

Change the ‘top’ value of the particle in x, Y, Z.

Random Up

Randomly change the ‘top’ value of the particle on spawn.

Emitter Emit From Particles#

This group allows you to alter the trail of the emitter. You must have the particles as a source for your trail emissions for these parameters to function. This group allows you to inherit the following parameters from the particle system source emitter.

EmitterFromParticles

Emit From Particles

Description

Random Position

Multiplier: Randomize source particle positions.

Velocity

Multiplier: Inherit Velocity when emitting from particles.

Mass

Multiplier: Inherit Mass when emitting from particles.

Scale

Multiplier: Inherit Scale when emitting from particles.

Radius

Multiplier: Inherit Radius when emitting from particles.

Color

Multiplier: Inherit Color when emitting from particles.

Opacity

Multiplier: Inherit Opacity when emitting from particles.

Emitter Collision#

This group of parameters control the particle’s collision shape.

EmitterCollision01

Collision

Description

Radius Influences Scale

Toggle: If enabled the Radius of the collision multiplies the Size of the particle.
You must have Scale Inherit Collision Radius toggled in the Solver.

Collision Radius

The radius of the particle collision in the world.

Self Collision Radius

The radius of the particle collision with other particles.

Random Radius

Randomly set a collision radius in a range.

Emitter Source Primitive#

This group allows you to add source primitives to your emitter.

EmitterSourcePrimitive01

Source Primitive

Description

Primitive

This field shows where your source geometry primitive is located in the stage/layer.

Add Target(s)

This button allows you to add source primitives to the emitter.

Solver Node#

SolverNodeLook01

The solver node implements numerical integration of the underlying particles data at each simulation step.

SolverNode01

Solver#

Solver Parameter

Description

Active

Toggle: Controls whether the Node is Active or Inactive.

Solver Status#

Status Parameter

Description

Current Particle Count

Displays the active count of particles in real time

Solver Particle Spawn#

Particle Spawn Parameter

Description

Aim Inherits Velocity

Aim parameters inherit the velocity of the particle.

Maximum Particle Count

The Maximum amount of particles to spawn per cycle.
-1 is no maximum.

Solver Evaluation Mode#

Evaluation Mode Parameter

Description

Playback Evaluation

Toggle: Simulate in runtime or animation playback mode.

Playback Start Frame

The start frame of the simulation in animation playback mode.

Playback End Frame

The end frame of the simulation in animation playback mode.
-1 is no end frame.

State prim#

StateNodeLook01

The State prim is automatically created by the Solver when a particle system is createdusing the menu method. It has no user-facing functionality.

Euler Angles to Quaternions Node#

EATQNodeLook01

This node converts rotations from Euler angles to quaternions.

EATQNode01

Euler Angles to Quaternions#

Euler Angles to Quaternion Parameter

Description

Rotation order

the order of rotation

Merge Particle Node#

MergeNodeLook01

The Merge Particles node combines multiple particle systems.

MergeNode01

Merge Particles#

Merge Particles Parameter

Description

Active

Toggle: Is the Merge Particles Node active?

Max Count

What is the maximum count of particles to spawn per cycle
-1 means to spawn particles based on spawn rate

Merge Particles Relationships#

Merge Particles Relationships

Description

inputs:particles

Add Targets: Allows you to add particle relationships

Simulation Space Node#

SimSpaceNodeLook01

The Simulation Space Node allows you to attach a particle to the local space of an object. The particle system is locked into that object’s position, rotation, and scale.

SimSpaceNodeLook01

Simulation Space#

Simulation Space

Description

Active

Toggle: Is the Simulation Space Node active?

Simulation Space Use#

Use

Description

Position

Toggle: Is the position currently active?

Rotation

Toggle: Is the rotation currently active?

Scale

Toggle: Is the scale currently active?