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, 2026

How 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

  1. Add Particle System from node search. Use fusion.particle when you need the exact registry entry.
  2. Connect a compatible Image source to Input. Add the other inputs only when the operation needs them.
  3. Start with the registry defaults and adjust System, Use Source Pixels, Output Mode first so you can see the node's effect in isolation.
  4. Route Output (Image) into a compatible downstream node, viewer, or output path.
  5. 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.

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