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Nodes · 3D

ParticleSystem3D

3Dv1app

Overview

A deterministic particle system authored as a standard USD Points prim, so it carries velocities and per-particle ids for motion blur and id passes.

How to

  1. Choose the emitter (point, card, sphere, box).
  2. Shape the motion with gravity, drag and curl turbulence.
  3. Ramp size and colour over life.

Inputs

InputWhat it takes
inthe image this node works on
emit

Outputs

OutputType
outScene

Parameters

ParameterTypeDefaultWhat it does
seedInt1Change it for a different-but-equally-valid version of the same effect. The same seed always gives the same sim.
start_frameInt1Not documented yet.
fpsFloat24The integration step. Set it to the project rate — a sim stepped at a different rate than the timeline drifts against it; the panel warns when they disagree.
birth_rateFloat200Particles born per second. The count settles at roughly birth_rate × life once the system is running.
max_particlesInt20_000A hard ceiling — emission stops here rather than growing without bound, so the cost stays predictable.
emitterChoicepointNot documented yet.
emitter_sizeFloat2[1.0, 1.0]Not documented yet.
speedFloat3Not documented yet.
spreadFloat0.25How wide the emission cone is: 0 is a beam along the direction, 1 is every direction equally.
direction_xFloat0Not documented yet.
direction_yFloat1Not documented yet.
direction_zFloat0Not documented yet.
lifeFloat3Seconds a particle lives. life_variation randomises it either side, so they don't all die on the same frame.
life_variationFloat0.3Not documented yet.
size_birthFloat0.05Not documented yet.
size_deathFloat0.01Not documented yet.
color_birthColor[1.0, 0.6, 0.25, 1.0]Not documented yet.
color_deathColor[0.35, 0.1, 0.05, 1.0]Not documented yet.
gravity_xFloat0Not documented yet.
gravity_yFloat-9.81Not documented yet.
gravity_zFloat0Not documented yet.
dragFloat0.1Not documented yet.
turbulenceFloat0Curl-noise wind, in m/s². It swirls without blowing particles out of a region, which is what makes it read as air rather than a fan.
turbulence_scaleFloat0.25Not documented yet.
bounceBoolfalseParticles bounce off a horizontal floor at floor_y instead of falling through. Restitution is how much speed survives the hit; friction slows them along the ground.
floor_yFloat0Not documented yet.
restitutionFloat0.4Not documented yet.
frictionFloat0.25Not documented yet.
attractFloat0A point that pulls particles in (positive) or pushes them away (negative), at attract_x/y/z. Falls off with distance, softened at the centre so passing through it is survivable.
attract_xFloat0Not documented yet.
attract_yFloat0Not documented yet.
attract_zFloat0Not documented yet.
vortexFloat0Swirl around the vertical axis through the attract point — a tornado rather than a fan. Combine with a gentle attract for a drain.
emit_widthFloat4How wide the emission image maps across the scene, in metres. The emit input's brightness decides WHERE particles are born inside it.
emit_heightFloat4Not documented yet.
txFloat0Translate X — position along the world X axis, metres.
tyFloat0Translate Y — position along the world Y axis (up), metres.
tzFloat0Translate Z — position along the world Z axis, metres. The camera looks down −Z.
rxFloat0Rotate around X, degrees.
ryFloat0Rotate around Y (turntable), degrees.
rzFloat0Rotate around Z (roll), degrees.
sxFloat1Scale along X. 1 = unchanged.
syFloat1Scale along Y.
szFloat1Scale along Z.

Known edges

The sim is bit-identical every time: the same seed and frame give the same answer whether you played there or scrubbed there.

See also

  • The 3D system — How to put geometry, cameras and volumes in the comp — without becoming a 3D application.