Geometry & 3D node

3D Particles

Draws a Particle System INSIDE the 3D Scene — the unified world. Cable the system's Particles output in, and its particles depth-sort against the meshes, take the scene's lights (Lit) and its shadows (Shadowed): dust in a light shaft goes dark where the shaft is blocked. With Cast Shadows on, the particles themselves darken the world — a cloud throws its shadow on the floor, at the price of redrawing the shadow maps every frame. The simulation stays in the Particle System — emitters, fields and colliders work unchanged; this child only places the result in the world. Size Scale trims the particles for the scene's spatial scale.

Inputs

PortTypeDefault
EnableOff removes the particles from the scene; the emitter keeps its state.booltrue
ParticlesCable a Particle System's Particles output here. The simulation stays in the system — emitters, fields and colliders unchanged — this child only draws the result inside the scene's world, where meshes can occlude it.structure—
LitThe scene's lights tint the particles — the dust-mote model: each particle takes the light that reaches its position. Off keeps the system's own colors untouched.booltrue
ShadowedThe scene's shadow maps fall on the particles — dust in a light shaft goes dark where the shaft is blocked. One shadow lookup per particle per casting light.booltrue
Cast ShadowsThe particles themselves darken the world: a cloud throws its shadow on the floor, dust blocks a light shaft. Costs a redraw of the shadow maps every frame while the system lives — worth it exactly when the cloud is the show.boolfalse
Size ScaleMultiplies every particle's size — the quick fit between the particle system's scale and the scene's.float1
SoftnessSoft particles: world units over which a mote fades where it meets a surface — 0 is the classic hard cut, 0.1 melts dust into the floor it lands on. Costs one pass split while on.float0
PuffThe shape of each particle: 0 the crisp mote disc, 1 a soft gaussian puff — smoke, steam and dust clouds read as cloud instead of coins. In between blends the two.float0

How It Works

3D Particles draws a Particle System inside the 3D Scene — the unified world. Cable the system's Particles output in, and the particles are drawn in the scene's own pass: they depth-sort against the meshes, take the scene's lights (Lit) and its shadows (Shadowed), so dust in a light shaft goes dark where the shaft is blocked.

With Cast Shadows on, the particles themselves darken the world — a cloud throws its shadow on the floor — at the price of redrawing the shadow maps every frame.

The simulation stays in the Particle System: emitters, fields and colliders all work unchanged. This child only places the result in the world. Size Scale trims the particles for the scene's spatial scale, and Softness fades a particle where it meets a surface, so dust lands on the floor instead of slicing it.

Particle Type also gains Mesh: cable any Geometry chain as the particle's body and a Material as its surface, and every mote becomes a real instanced mesh with full lighting and per-pixel shadows.

Use Cases

  • Dust in a light shaft — The canonical demonstration: lit, shadowed, occluded motes.
  • Snow and rain in a scene — Particles that land behind and in front of the geometry correctly.
  • Instanced objects — Particle Type: Mesh turns a flock into a swarm of real bodies.
  • Sparks and embers — Emissive particles that light-sort against the world.
  • Data in space — A point cloud driven by a Signal, drawn with the scene's own lighting.

Tips

  • Cast Shadows is expensive — it redraws the shadow maps every frame. Turn it on only when the cloud's shadow is part of the picture.
  • Softness is what stops a particle from visibly intersecting the floor; a little goes a long way.
  • Size Scale exists because a particle system tuned for 2D is usually far too large in a scene.
  • The Particle System node stays outside the scene; only this child goes in.
  • Pair with 3D Paths on the same Particles cable to draw both the motes and their trails.

Open 3D Particles in the interactive catalog →

3D Particles is one of 381 nodes in Grafit Pro.

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More Geometry & 3D nodes