User Manual

Table Of Contents
Input: The orange input accepts the output of other particle nodes.
Style Bitmap Input: This image input accepts a 2D image to use as the particles’
image. Since this image duplicates into potentially thousands of particles, it is best to
keep these images small and square—for instance, 256 x 256 pixels.
Region: The region inputs take a 2D image or a 3D mesh depending on whether
you set the Region menu to Bitmap or Mesh. The color of the input is determined by
whichever is selected first in the menu. The 3D mesh or a selectable channel from
the bitmap defines the area where the particles are emitted.
Basic Node Setup
The pSpawn node is placed between the pEmitter and pRender nodes. Using the Age
parameter in the pSpawn’s Conditions tab, you can spawn new particles as the old ones die off.
This is one way to have a trail of particles shoot up in the air like a rocket and burst into
sparkling fireworks.
A pSpawn node used to generate new particles at specific points in the old particles’ life
Inspector
The pSpawn node has a large number of controls, most of which exactly duplicate those found
within the pEmitter node. There are a few controls that are unique to the pSpawn node, and
their effects are described below.
Chapter – 103 Particle Nodes 2309