Particles node

Particle Shape

Shape configuration for Particle Emitter. Connect to an emitter's Shape input to override default point emission and control the spatial distribution from which particles are spawned.

Inputs

PortTypeDefault
ShapeWhich form particles spawn from — Point, Line, Circle, Sphere, Box, Cone, Rectangle, Hemisphere, Torus, Cylinder, Custom Points or Image. Out-of-list values fall back to Point, and the ports below follow the choice.int0

Outputs

PortType
ShapeWhich form particles spawn from — Point, Line, Circle, Sphere, Box, Cone, Rectangle, Hemisphere, Torus, Cylinder, Custom Points or Image. Out-of-list values fall back to Point, and the ports below follow the choice.structure

Shape Types

  • Point — All particles emit from a single point in space. This is the default emission shape when no Particle Shape node is connected.
  • Line — Particles emit along a line segment defined by start and end coordinates. Useful for creating curtain-like or waterfall effects.
  • Circle — Particles emit from the edge or area of a circle. Use Arc Start and Arc End to limit emission to a partial arc. Works well for ring explosions and radial effects.
  • Sphere — Particles emit from the surface or volume of a sphere. Provides uniform 3D distribution for omnidirectional effects like explosions.
  • Box — Particles emit from the surface or volume of a rectangular box. Good for area-based emission like fog filling a room.
  • Cone — Particles emit within a cone defined by an opening angle and height. Creates focused directional emission like spotlights or jet flames.
  • Rect — Particles emit from a flat rectangular area. Suitable for planar effects like ground fog or screen-aligned emission.
  • Hemisphere — Particles emit from the surface of a half-sphere. Useful for upward burst effects and dome-shaped distributions.
  • Torus — Particles emit from the surface of a torus (donut shape). Creates ring-shaped volumetric effects. Control the tube thickness with Tube Radius.
  • Cylinder — Particles emit from the surface or volume of a cylinder. Works well for column effects like pillars of light or smoke stacks.

How It Works

Particle Shape configures the spatial distribution for particle emission. Connect the Shape output to a Particle Emitter's Shape input to override the default point emission. When particles are spawned, their initial positions are distributed across the configured shape geometry.

Spawn Mode controls whether particles appear only on the shape's surface or are distributed throughout its volume. Clustering biases the distribution toward the center of the shape — higher values concentrate particles near the middle while lower values spread them evenly. The Animate toggle causes the shape to rotate or transform over time, creating dynamic emission patterns.

Use Cases

  • Emitting particles from a circle edge for ring-shaped explosions
  • Filling a box volume with fog or dust particles
  • Creating a cone-shaped jet of flame or sparks
  • Spawning particles along a line for waterfall or curtain effects
  • Using a torus shape for swirling portal effects
  • Distributing particles across a hemisphere for dome bursts

Tips

  • Use Spawn Mode to switch between surface-only and volume-fill emission
  • Combine Clustering with Sphere or Circle shapes to create dense cores with sparse edges
  • Use Arc Start and Arc End on Circle or Sphere to create partial emission arcs
  • The Animate toggle is useful for creating rotating emission patterns without animating the emitter position
  • For flat 2D effects, use Rect or Circle; for volumetric 3D effects, use Sphere, Box, or Torus
  • When no Particle Shape is connected, the emitter defaults to point emission from its center

Open Particle Shape in the interactive catalog →

Particle Shape is one of 381 nodes in Grafit Pro.

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More Particles nodes