Particles
The GPU particle system — emitters, effectors, and renderers — and how to wire a working chain.
Particles in Auragen are a GPU simulation built from four kinds of operator. The Particle System node is the hub: emitters feed it particles, effectors push them around, and renderers draw them.
Press Tab in the node graph and open the Particles tab.
The minimum chain
Three operators and the Output node:
Emitter ──────────────► Particle System ──► Output
Point Renderer ───────►Wire the Emitter output of an emitter into the system's Emitter port, and the Renderer output of a renderer into its Renderer port. Then wire the system's Output to the Output node.
Effectors are optional. With none, you get a static cloud.
How effectors attach
The effector wires into the system, not the other way round.
Chain several by wiring each effector's Effectors Out into the next one's Effectors In, and only the last one into the system's Effectors port. Chain order is evaluation order, so moving an effector along the chain changes the result.
Every effector also has a Field Image input and a shared field block — Field, Field Shape, Field Size, Falloff, Invert Field, Field Follows Mouse — that limits where it acts.
Particle System
The hub. Key parameters: Particle Count, Lifetime, Die Rate, Speed, Multi-Renderer Mode, Sub-Particle Spread, Origin Influence.
Its second output, Particles, is an emitter payload. Wire it into another Particle System's Emitter port to spawn particles from particles.
Origin Influence (−1 to 1, default 0) aims new particles relative to where they were born. Positive values send them towards the origin point, negative values send them away, and 0 leaves the direction random.
Emitters
| Operator | Extra input | What it does | Key parameters |
|---|---|---|---|
| Emitter | — | Spawns inside a sphere, box, or point volume. | Shape, Radius, Position X/Y/Z |
| Mesh Emitter | Surface | Spawns on a wired surface's geometry, or a model loaded from a file. | 3D Model, Spawn Mode, Fit To Mesh (1:1), Size |
| Image Emitter | Image | Brightness and alpha set the spawn density, and the pixel sets the particle colour. Optical flow makes the cloud ride video motion. | Plane Size, Emit From, Threshold, Use Image Color, Optical Flow |
Effectors
Motion and force
| Operator | What it does | Key parameters |
|---|---|---|
| Curl Noise Effector | Divergence-free curl noise flow — the default organic drift. | Strength, Scale, Speed |
| Turbulence Effector | Multi-octave noise force with a roughness control. | Strength, Scale, Gain |
| Quantized Motion Effector | Motion snapped to a 90° or 45° lattice, re-rolled at a rate you set. | Speed, Switch Rate, Directions, Axes |
| Gravity / Wind Effector | Constant acceleration, optionally scaled by particle mass. | X, Y, Z, Mass Influence |
| Wind Effector | Directional push with noise-based gusting. | Direction X/Y/Z, Strength, Gust Spread |
| Drag Effector | Damps velocity. The standard partner for any force effector. | Amount |
Shaping
| Operator | Extra input | What it does | Key parameters |
|---|---|---|---|
| Attractor Effector | — | Point pull or push with radial falloff; can follow the cursor. | Strength, Radius, Follow Mouse |
| Points Effector | — | Up to eight independent attract or repel points in one node. | Active Points, Strength, Radius |
| Vortex Effector | — | Tornado swirl with inward pull and axial lift. | Swirl Strength, Inward Pull, Lift, Radius |
| Twist Effector | — | Rotation rate that grows along the axis, so a column corkscrews. | Twist Rate, Radius |
| Spring Effector | — | Tethers each particle to its own spawn point. | Stiffness, Dampening |
| Mesh Attract Effector | Mesh | Condenses the cloud onto a wired surface or model. | 3D Model, Strength, Radius, Stickiness |
| Image Form Effector | Image | Particles climb the image's brightness and settle on bright areas, forming the picture. | Strength, Plane Size, Flatten To Plane |
| Field Flow Effector | Flow Texture | Reads the texture's red and green channels as an XY velocity field. | Strength, Plane Size |
| Fluid Effector | Video / Motion | A fluid solver whose velocity field carries the particles; wired video injects motion as force. | Velocity Scale, Sim Resolution, Vorticity, Video Force |
Events and collision
| Operator | What it does | Key parameters |
|---|---|---|
| Explode Effector | A radial impulse fired in a short window after spawn. | Strength, Burst Window |
| Shockwave Effector | An expanding spherical wave front that repeats. | Strength, Travel Speed, Wave Width, Repeat Period |
| Soft Collision Effector | Density repulsion so particles pack instead of collapsing. | Strength, Spacing, Grid Range |
| Primitive Collision Effector | Bounce off a plane, sphere, or box collider. | Shape, Size, Bounciness, Friction |
| Kill Box Effector | Kills particles in a region; they respawn at the emitter. | Field, Field Shape, Field Size, Invert Field |
Colour
Colorize Effector tints each particle from a gradient driven by an attribute. A wired Gradient texture overrides the built-in stop editor. Parameters: Attribute, Cycles, Ramp Offset, Colour Blend.
Pair Explode with Spring for a firework that snaps back. Pair any force effector with Drag to stop it running away.
Renderers
| Operator | Extra input | What it does | Key parameters |
|---|---|---|---|
| Point Renderer | Sprite Sheet | Flat discs, or sprite-sheet cells when wired, with shadows and four colour modes. | Point Size, Color Mode, Additive, Echo |
| Sprite Renderer | Sprite Sheet | The same pipeline, built around animated sprite sheets. | Sheet Columns, Sheet Rows, Animation FPS, Playback |
| Mesh Renderer | Material, Mesh | Instances real geometry per particle, so materials, lights, and environment all apply. | Instance Shape, Mesh Size, Max Instances, Align To Velocity |
| Point Geometry Renderer | Material | The lightweight sibling of Mesh Renderer — sphere or box only, with a much higher instance budget. | Point Size, Shape, Subdivision, Max Instances |
| Connection Renderer | — | Draws distance-faded lines between neighbouring particles. Stack it alongside a Point Renderer. | Links / Particle, Max Distance, Thickness, Color |
| Trail Renderer | — | Real per-particle position history drawn as ribbons with genuine thickness. | Trail Length, Thickness, Taper, Fade, Dash |
Hologram
Hologram is a self-contained operator with its own camera, lights, and material. It renders an instanced-sphere hologram from a wired Mesh and is not part of the system hub — it needs no emitter and no renderer. Parameters: Particle Count, Sphere Size, 3D Model, Camera Mode, Base Color, Wireframe.
Troubleshooting
Align To Velocity looks broken — Random Rotation is applied afterwards and wins. Turn it off. Particles slower than the minimum speed also hold their unrotated orientation.
The Kill Box appears to have no parameters — its kill region is the shared field block. Turn Field on and set Field Shape and Field Size.