Node reference
How to use Particle System node in Oraphim
Use the Particle System node in Oraphim. Learn its purpose, exact inputs, outputs, registered controls, example workflow, troubleshooting, and type ID fusion.particle.
Updated August 28, 2026How to use Particle System node in Oraphim
Type ID: fusion.particle
Category: Particles
What this node does
The Particle System node is registered in Oraphim's Particles category and performs the graph operation represented by its sockets and controls below.
The current Oraphim runtime registers 8 sockets and 68 properties for this node. Its main registered inputs are Input, Emitter, Particles; its main outputs are Output, Particles, Particle Geometry. The tables below are generated from the runtime registry rather than a handwritten approximation.
Inputs
| Socket | Key | Type |
|---|---|---|
| Input | in_color |
Image |
| Emitter | in_emitter |
Geometry3D |
| Particles | in_particles |
Particle |
| Field | in_field |
Field |
| Constraint | in_constraint |
Constraint |
Outputs
| Socket | Key | Type |
|---|---|---|
| Output | out_color |
Image |
| Particles | out_particles |
Particle |
| Particle Geometry | out_geometry |
Geometry3D |
Controls
| Control | Key | Type | Group | Registry default |
|---|---|---|---|---|
| System | systemId |
String |
System | procedural.particles |
| Use Source Pixels | sourceBound |
Bool |
Domain | 0.0 |
| Output Mode | outputMode |
String |
Domain | GeneratePixels |
| Emitter Shape | emitterShape |
String |
Emitter | point |
| Source Sampling | emitterType |
String |
Emitter | auto |
| Spawn Rate | birthRate |
Float |
Emitter | 160.0 |
| Burst Count | burstCount |
Float |
Emitter | 0.0 |
| Maximum Particles | maxParticles |
Float |
Emitter | 20000.0 |
| Lifetime | lifetime |
Float |
Emitter | 2.4000000953674316 |
| Spawn Radius | spawnRadius |
Float |
Emitter | 0.0 |
| Spawn Jitter | spawnJitter |
Float |
Emitter | 0.0 |
| Spawn Size X | spawnSizeX |
Float |
Emitter Size | 100.0 |
| Spawn Size Y | spawnSizeY |
Float |
Emitter Size | 100.0 |
| Spawn Size Z | spawnSizeZ |
Float |
Emitter Size | 100.0 |
| Position X | emitterPositionX |
Float |
Emitter Transform | 0.0 |
| Position Y | emitterPositionY |
Float |
Emitter Transform | 0.0 |
| Position Z | emitterPositionZ |
Float |
Emitter Transform | 0.0 |
| Direction X | directionX |
Float |
Emitter Transform | 0.0 |
| Direction Y | directionY |
Float |
Emitter Transform | 1.0 |
| Direction Z | directionZ |
Float |
Emitter Transform | 0.0 |
| Velocity | velocity |
Float |
Motion | 150.0 |
| Velocity Randomness | velocityRandomness |
Float |
Motion | 0.3499999940395355 |
| Spread | particleSpread |
Float |
Motion | 0.6499999761581421 |
| Maintain Source Structure | maintainStructure |
Bool |
Motion | 1.0 |
| Structure Motion | structureMotion |
Float |
Motion | 0.2199999988079071 |
| Gravity | gravity |
Float |
Forces | 0.0 |
| Wind | wind |
Float |
Forces | 0.0 |
| Drag | drag |
Float |
Forces | 0.0 |
| Vortex | vortexStrength |
Float |
Forces | 0.0 |
| Curl Noise | curlNoiseStrength |
Float |
Forces | 0.0 |
| Attractor | attractorStrength |
Float |
Forces | 0.0 |
| Repulsor | repulsorStrength |
Float |
Forces | 0.0 |
| Field Scale | fieldScale |
Float |
Forces | 0.009999999776482582 |
| Field Center X | fieldCenterX |
Float |
Forces | 0.5 |
| Field Center Y | fieldCenterY |
Float |
Forces | 0.5 |
| Particle Size | thickness |
Float |
Rendering | 5.0 |
| Size Over Life | sizeOverLife |
Float |
Rendering | 0.6499999761581421 |
| Opacity Over Life | opacityOverLife |
Float |
Rendering | 1.0 |
| Trail Length | trailLength |
Float |
Rendering | 0.0 |
| Intensity | intensity |
Float |
Rendering | 1.0 |
| Primary Red | colorR |
Float |
Color | 0.25 |
| Primary Green | colorG |
Float |
Color | 0.75 |
| Primary Blue | colorB |
Float |
Color | 1.0 |
| Secondary Red | secondaryColorR |
Float |
Color | 1.0 |
| Secondary Green | secondaryColorG |
Float |
Color | 0.3499999940395355 |
| Secondary Blue | secondaryColorB |
Float |
Color | 0.07999999821186066 |
| Source Color Influence | sourceColorInfluence |
Float |
Color | 0.0 |
| Target Formation | formationMode |
String |
Formation | none |
| Target Sampling | formationSampling |
String |
Formation | alpha |
| Formation Progress | formationProgress |
Float |
Formation | 0.0 |
| Formation Ease | formationEase |
String |
Formation | smooth |
| Scatter Distance | formationScatter |
Float |
Formation | 180.0 |
| Target Jitter | formationJitter |
Float |
Formation | 0.75 |
| Release | formationRelease |
Float |
Formation | 0.0 |
| Target Threshold | formationThreshold |
Float |
Formation | 0.07999999821186066 |
| Reveal Target | formationTargetReveal |
Float |
Formation | 0.0 |
| Formation Particle Count | formationParticleCount |
Float |
Formation | 0.0 |
| Space | depthMode |
String |
Depth | 2d |
| Depth Spread | zSpread |
Float |
Depth | 0.0 |
| Depth Velocity | zVelocity |
Float |
Depth | 0.0 |
| Depth Fade | depthFade |
Float |
Depth | 0.0 |
| Perspective Scale | perspectiveScale |
Float |
Depth | 0.0 |
| Volume Depth | volumeDepth |
Float |
Depth | 0.0 |
| Depth Sort | depthSort |
Bool |
Depth | 0.0 |
| Camera Facing | cameraFacing |
Bool |
Depth | 1.0 |
| Simulation Backend | simulationBackend |
String |
Simulation | Auto |
| Seed | seed |
Float |
Simulation | 1.0 |
| Quality | qualityScale |
Float |
Simulation | 1.0 |
How to use it
- Add Particle System from node search. Use
fusion.particlewhen you need the exact registry entry. - Connect a compatible
Imagesource to Input. Add the other inputs only when the operation needs them. - Start with the registry defaults and adjust System, Use Source Pixels, Output Mode first so you can see the node's effect in isolation.
- Route Output (
Image) into a compatible downstream node, viewer, or output path. - Preview a representative frame, change one input/control at a time, and save/reopen reusable graphs to verify persistence.
Practical example
Create a small test graph with Particle System. Feed a compatible source into Input. Change System away from its registry default and compare the result. Connect Output to a compatible downstream stage so the result is visible. Keeping this test graph small makes socket-type, context, and parameter mistakes easier to diagnose before the node is used in a production graph.
Troubleshooting
- If a connection is rejected, compare the exact socket data types in the tables above; Oraphim graph connections are typed.
- If the result looks unchanged, confirm this node is on the active path to the viewer/output and that the expected graph/resource is selected.
- If a control is unavailable, check required inputs and whether the property belongs to an internal or mode-dependent group.
- If a saved graph behaves differently later, reopen it and verify node identity, connections, and edited property values before rendering.
Related nodes
- Procedural FX —
fusion.proceduralfx - Renderer 3D —
fusion.renderer3d - 3D Camera Tracker —
fusion.cameratracker - Advanced Color Correction —
fusion.advanced_color_correction - Audio Generate —
fusion.audio_generate
Return to the complete Oraphim node reference.