Particles node

Particle Lines

GPU plexus lines: draws the connections found by a Find Neighbors node. Add both inside a Particle System -- Find Neighbors builds the pairs, Particle Lines renders them as a glowing web at full GPU scale. Raise Segments and pick a Bend Source to curve the lines with internal noise or with the system's own force fields. With a Scene Chain, Animation Speed (ms) makes the web creep outward from the cloud one generation at a time.

Inputs

PortTypeDefault
ThicknessLine width in Grafit units, held constant on screen regardless of depth. Never below 0.0001; about 0.002…0.01 reads as a fine web.float0.0025
ColorColour of the web. Ignored while Color From Particles is on.color(0.35, 0.75, 1.0, 1.0)
OpacityHow solid the lines draw. Clamped to 0…1.float1.0
Color From ParticlesTakes each line's colour from the two particles it joins instead of the Color port, so the web inherits the swarm's own palette.boolfalse
SegmentsHow many sub-quads each line is split into — the joints are what let it curve. Clamped to 1…32; at 1, or with Bend Source off, lines stay straight and cheap.int1
Bend SourceWhat bends the lines: nothing, the node's own curl noise, the system's force fields that have Affect Lines on, or both. Values outside the list snap to the nearest one.int0
Bend AmountHow far the internal noise pushes the joints sideways, in Grafit units. Not clamped, though total bend never exceeds 2; a few thousandths already curves visibly.float0.004
Noise ScaleZoom of the bending noise — small values give long lazy waves, large ones tight ripples. Never below 0.01.float1.0
Noise SpeedHow fast the bending noise drifts. Any value works; 0 freezes the curve and negative simply runs the drift the other way.float0.2
Field MultiplyHow much the system's force fields bend the web. Signed on purpose — negative bends the lines against the flow that carries the particles; 0 ignores fields.float1.0
SeedOffsets the noise pattern so two Lines nodes curve differently. Negatives count as 0; every whole number gives its own pattern.int0
Chain BendWith a Scene Chain, spreads bend across the generations — the innermost ring stays straight, the outermost bends in full. Signed; needs Segments above 1 and a Bend Source.float0
Chain StartWhere along the chain the bend ramp begins, as a fraction of its depth. Clamped to 0…1; at 1 everything stays straight.float0
Chain ReverseFlips the bend ramp end for end, so the roots writhe while the tips go still.boolfalse
Animation Speed (ms)Milliseconds a line takes to grow its own length. Negatives count as 0, and 0 means no growth; the whole web stands up in roughly this times the chain depth.float0
Reverse AnimationRuns the growth the other way, so lines retract from the tips instead of extending out from the cloud.boolfalse

What It Does

Particle Lines is the renderer half of the GPU plexus. It reads the connection pairs produced by a Find Neighbors node and draws them as screen-thick lines — one indirect instanced draw for the whole web, so it stays fast even with tens of thousands of connections. Add both inside the same Particle System.

Live — connections drawn between nearby particles

Controls

  • Thickness — line width (screen-relative).
  • Color / Opacity — a flat line color and overall transparency.
  • Color From Particles — each line takes the colors of the two particles it joins, blending along its length (great with the Emitter's gradient color), and inherits their emissive too — so an emissive swarm produces brighter lines that bloom with the system's glow. In All Scene mode, particle↔particle and particle→target lines are drawn together correctly.

Open Particle Lines in the interactive catalog →

Particle Lines is one of 381 nodes in Grafit Pro.

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More Particles nodes