User Manual

Table Of Contents
All particle nodes begin with the letter “p,” and they’re designed to work together to produce
sophisticated effects from relatively simple operations and settings. The next section shows
different ways particle nodes can be connected to produce different effects.
Anatomy of a Simple Particle System
The simplest particle system you can create is a pEmitter node connected to a pRender node.
The pEmitter node includes the core controls for creating various kinds of particles in different
ways, while the pRender node is required to render a 2D or 3D result that can be composited
with other scenes within your composition.
The minimum node tree required to create a simple particle system.
If your needs are more complicated, you can combine two or more pEmitter nodes using a
pMerge node (the particle system version of a Merge node), to create compound particle
systems where multiple types of particles combine with one another to create a result.
Compositing two pEmitter nodes to create a compound particle system,
combining two kinds of particles together.
If you’re trying to create particle systems with more natural effects, you can add “forces” to each
emitter. These forces are essentially physics or behavioral simulations that automatically cause
the particles affected by them to be animated with different kinds of motion, or to be otherwise
affected by different objects within scenes.
Customizing the effect of pEmitter nodes using different forces to add complexity to the particle animation.
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