Node reference

How to use Particle Source node in Oraphim

Use the Particle Source node in Oraphim. Learn its purpose, exact inputs, outputs, registered controls, example workflow, troubleshooting, and type ID motion.particles.emitter.

Updated August 28, 2026

How to use Particle Source node in Oraphim

Type ID: motion.particles.emitter
Category: Particles

What this node does

Performs the particle source stage of a particle workflow.

The current Oraphim runtime registers 4 sockets and 29 properties for this node. Its main registered inputs are Emitter, Transform; its main outputs are Particles, Geometry. The tables below are generated from the runtime registry rather than a handwritten approximation.

Inputs

Socket Key Type
Emitter in_emitter Geometry3D
Transform in_transform Transform

Outputs

Socket Key Type
Particles out_particles Particle
Geometry out_geometry Geometry3D

Controls

Control Key Type Group Registry default
Emitter Shape emitterShape String Emitter 0.0
Rate rate Float Emission 120.0
Burst Count burstCount Int Emission 0.0
Maximum Particles maxParticles Int Simulation 20000.0
Lifetime lifetime Float Emission 2.0
Velocity velocity Float Motion 240.0
Velocity Randomness velocityRandomness Float Motion 0.3499999940395355
Spread spread Float Motion 0.6499999761581421
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 0.0
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
Depth Spread zSpread Float Depth 0.0
Depth Velocity zVelocity Float Depth 0.0
Particle Size size Float Render 5.0
Size Over Life sizeOverLife Float Render 0.6499999761581421
Opacity Over Life opacityOverLife Float Render 1.0
Trail Length trailLength Float Render 0.0
Maintain Source Structure maintainStructure Bool Simulation 0.0
Seed seed Int Simulation 1.0
Space space String Simulation 0.0
Simulation Backend simulationBackend String Simulation 0.0

How to use it

  1. Add Particle Source from node search. Use motion.particles.emitter when you need the exact registry entry.
  2. Connect a compatible Geometry3D source to Emitter. Add the other inputs only when the operation needs them.
  3. Start with the registry defaults and adjust Emitter Shape, Rate, Burst Count first so you can see the node's effect in isolation.
  4. Route Particles (Particle) 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 Source. Feed a compatible source into Emitter. Change Emitter Shape away from its registry default and compare the result. Connect Particles 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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