Auragen docs
Auragen docs

Getting Started

OverviewInterfaceNode GraphParameters and Controls

Operators

Surfaces
Particles

System

Particle System

Emitters

EmitterMesh EmitterImage Emitter

Effectors

Curl Noise EffectorTurbulence EffectorQuantized Motion EffectorGravity / Wind EffectorWind EffectorDrag EffectorAttractor EffectorPoints EffectorVortex EffectorTwist EffectorSpring EffectorMesh Attract EffectorImage Form EffectorField Flow EffectorFluid EffectorExplode EffectorShockwave EffectorSoft Collision EffectorPrimitive Collision EffectorKill Box EffectorColorize Effector

Renderers

Point RendererSprite RendererMesh RendererPoint Geometry RendererConnection RendererTrail Renderer

Other

Hologram
3D PreviewperformMODE
3D & SimulationParticles

Particle System

The hub of a particle chain: takes emitters, effectors, and renderers, simulates the particles on the GPU, and outputs the frame.

The Particle System node is where particles live. Emitters feed it, effectors push its particles around, and renderers draw them. Without at least one emitter and one renderer it outputs nothing.

Particle System

  • Particle Count, Lifetime, Die Rate, and Speed set the population
  • A second output, Particles, feeds another system so particles spawn particles
  • Found in the node graph under Particles → System
Example patch — drag onto the app to load

The image on the right is the example patch itself. Drag and drop it onto the app, or load it with File → Load, to open the full graph. A default Emitter and Point Renderer on a default system.

Inputs and outputs

Particle System node

PortTypePurpose
Emitter 1, 2, …EmitterOne or more emitters. A new slot appears when the last is wired.
EffectorsEffectorThe end of an effector chain.
Renderer 1, 2, …RendererOne or more renderers.
OutputTextureThe rendered frame.
ParticlesEmitterThis system's live particles as an emitter payload for another Particle System.

Parameters

Particle System parameters

Opacity, Blend Mode, and Alpha are the standard operator header; see Parameters and Controls.

  • Particle Count (100 up to the hardware limit, default 16384) — the budget. Counts above what the GPU can hold show a warning with the applied count.
  • Hide From Reflections (default off).
  • Die Rate (0.01–4, default 0.5) — how quickly particles reach the end of their life.
  • Lifetime (0.1–60, default 1), Life Randomness (0–1, default 0.6).
  • Spawn Grow (0–1, default 0) and Death Shrink (0–1, default 0.5) — size ramps at birth and death.
  • Speed (0–8, default 1), Max Speed (0 = off) (0–20, default 0).
  • Multi-Renderer Mode — Overlap (All Renderers) (default) draws every particle with every renderer; Iterate (Split Particles) gives each renderer a share.
  • Density Grid Fit — Live Cloud (default) or Spawn Bounds: how the density grid used by colouring and collision fits the particles.
  • Sub-Particle Spread (0–5, default 0) — spread of particles spawned from the Particles output.

Every slider has a per-parameter animation bar, so it can be animated, audio driven, or MIDI mapped.

Examples

Sparks from sparks — wire Particles into a second system's Emitter port with a short Lifetime.

Fog — Particle Count 200000, Lifetime 20, Die Rate 0.1, a Point Renderer with Softness 1.

Troubleshooting

Nothing appears. The system needs one emitter and one renderer. Check both ports.

The count is lower than I set — the GPU or the 2 GB memory budget capped it. The node shows the applied count.

Related

Emitter

The basic spawner.

Point Renderer

The basic renderer.

Particles overview

How the chain fits together.

Particles

The GPU particle system — emitters, effectors, and renderers — and how to wire a working chain.

Emitter

Spawns particles inside a sphere, box, cylinder, torus, plane, disc, or point volume.

On this page

Inputs and outputsParametersExamplesTroubleshootingRelated