Particles node
Particle Spawn
Spawn configuration for Particle Emitter. Connect to an emitter's Spawn input to control particle emission rate, burst count, and timing behavior.
Inputs
| Port | Type | Default |
|---|---|---|
| ModeContinuous emits steadily at a rate, Burst fires a batch on each rising edge of the Burst input, Trigger emits at another emitter's death or collision events. Out-of-list values fall back to Continuous. | int | 0 |
Outputs
| Port | Type |
|---|---|
| Spawn | structure |
Spawn Modes
- Continuous — Emits particles at a steady rate defined by the Rate parameter (particles per second). The emission continues for the specified Duration and can repeat based on the Loops setting. This is the default behavior and works well for ongoing effects like fire, smoke, and flowing water.
- Burst — Emits a fixed Count of particles all at once. Use the Burst toggle or configure Loops and Delay to create repeated bursts at timed intervals. Ideal for explosions, fireworks, and impact effects.
- Trigger — Emits a Count of particles when triggered by a boolean input signal. The emission waits for an external trigger event, making it useful for interactive effects tied to user input or other node outputs.
How It Works
Particle Spawn controls when and how many particles are emitted from a Particle Emitter. Connect the Spawn output to a Particle Emitter's Spawn input to override the default emission behavior.
In Continuous mode, particles are emitted at a steady rate (particles per second) for the specified Duration. When the duration expires, the system checks the Loops count — if loops remain (or if set to 0 for infinite), it restarts after the Delay period.
In Burst mode, the system emits all Count particles simultaneously. With Loops and Delay configured, it can produce repeated bursts at regular intervals, such as a fireworks sequence.
In Trigger mode, the system waits for an external boolean signal. Each time the trigger transitions to true, a burst of Count particles is emitted. This enables event-driven particle effects.
Use Cases
- Steady smoke or fire effects using Continuous mode with a moderate rate
- Explosion effects using Burst mode with a high particle count
- Fireworks sequences using Burst mode with loops and delays
- Interactive effects using Trigger mode connected to user input or data events
- Timed particle releases using Duration and Delay for choreographed animations
- Infinite ambient effects using Continuous mode with Loops set to 0
Tips
- For smooth continuous effects, match the emission rate to the particle lifetime so the system reaches a visual steady state
- Use Delay to stagger multiple emitters for sequenced effects
- In Burst mode, set Loops to 1 for a single explosion or use higher values for repeated bursts
- Trigger mode is powerful when connected to boolean outputs from other nodes, such as MIDI input or data thresholds
- A Loops value of 0 means infinite repetition — the effect runs until the emitter is disabled
- If no Particle Spawn node is connected, the emitter uses its own default spawn configuration
Open Particle Spawn in the interactive catalog →
Particle Spawn is one of 381 nodes in Grafit Pro.
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