User Manual

Table Of Contents
Common Controls
Conditions, Style, Region, and Settings Tabs
The Conditions, Style, Region, and Settings tabs are common to all Particle nodes, so their
descriptions can be found in “The Common Controls” section at the end of this chapter.
pRender [pRn]
The pRender node
pRender Node Introduction
The pRender node converts the particle system to either an image or geometry. The default is
a 3D particle system, which must be connected to a Renderer 3D to produce an image. This
allows the particles to be integrated with other elements in a 3D scene before they
are rendered.
Inputs
The pRender node has one orange input, a green camera input, and a blue effects mask input.
Like most particle nodes, this orange input accepts only other particle nodes. A green bitmap
or mesh input appears on the node when you set the Region menu in the Region tab to either
Bitmap or Mesh.
Input: The orange input takes the output of other particle nodes.
Camera Input: The optional green camera input accepts a camera node directly
or a 3D scene with a camera connected that is used to frame the particles during
rendering.
Effect Mask: The optional blue input expects a mask shape created by polylines,
basic primitive shapes, paint strokes, or bitmaps from other tools. Connecting a mask
to this input for 2D particles crops the output of the particles so they are seen only
within the mask.
Basic Node Setup
The pRender node is always placed at the end of a particle branch. If the pRender is set to 2D,
then the output connects to other 2D nodes like a Merge node. If the pRender is set to 3D, the
output connects to a 3D node like a Merge 3D.
All particle branches end with a pRender node
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