Overview
pChangeStyle is the particle equivalent of a Color Corrector + Transform Size on an area. Particles that enter its region (or meet its conditions) change their look according to the new Style parameters.
Unlike forces (pTurbulence, pDirectionalForce), which affect motion, this node only touches the visual look. The particles' trajectory stays the same.
Where to find this node
- Effects Library:
Tools > Particles > pChangeStyle - Quick add: right-click in the Node Editor →
Add Tool > Particles > pChangeStyle
Inputs
- Particle Input (orange) - incoming particle stream.
- Region Input (green/magenta) - optional. A bitmap/mesh that defines the area where the style changes.
Setup
Particles that change color as they age:
pEmitter (red) → pChangeStyle (Color Over Life = red → black)
→ pRender
Impact before pBounce (sparks that change on impact):
pEmitter → pChangeStyle ← Shape 3D (floor plane, very thin)
(Color red → orange, smaller Size)
→ pBounce (same region) → pRender
(IMPORTANT: pChangeStyle BEFORE pBounce)
Transition inside a magic zone:
pEmitter (normal) → pChangeStyle ← Shape 3D (mystic sphere)
(magic white Color, Size boost)
→ pRenderParameters (Style + Region)
- Change Sets
- Option that moves particles from one Set to another when the style changes. Lets downstream forces handle "transformed" particles differently.
- Style tab
- Same controls as the pEmitter Style tab: Style (Point/Bitmap/Line/etc.), Color, Size, Fade In/Out, etc. Defines the new look of the particles.
- Region tab
- Area where the change applies. Without a Region, the change can be triggered by age or probability through the Conditions tab.
- Randomize
- Seed for individual per-particle variations.
- Conditions (Start/End Age, Probability, Sets)
- Conditions that trigger the change. Start Age 0.5 = change at mid-life. Probability 0.3 = 30% of particles change.
Use cases
- Aging color transition - red pEmitter → pChangeStyle at 50% age to orange → at 80% to black (ashes). Simulates cooling embers.
- Visual impact before pBounce - particles that change color the moment they hit a surface (impact flash). Place it BEFORE pBounce.
- Transformative magic zone - normal particles that turn bright when passing through a sphere = an enchanted fountain effect.
- Size growth for a fireworks fade - particles spawned from an explosion that gradually grow while fading at the end of their life.
- Sprite swap - particles starting with a "solid" sprite, then switching to a "smoke" sprite as they age (combustion effect).
- Change Sets for differential forces - Set 1 particles become Set 2 after passing through an area, and downstream forces treat them differently.
Tips
- Place it BEFORE the triggering event - to change the look at the moment of a pBounce or pKill, pChangeStyle must come before it in the flow.
- Start/End Age conditions for time-based transitions without a Region - ideal for classic aging (color that evolves with age).
- It does not affect motion - worth remembering: it is purely cosmetic. To change the trajectory, combine it with a force.
- Change Sets combined with forces - before pChangeStyle: light Set 1 particles. After: Set 2 + different gravity. Models a behavioral transformation.
- Probability for a fuzzy effect - 30% of particles change = a natural visual transition, not all-or-nothing.
- Alternative: the pEmitter Style Over Life - for simple age-based transitions, the pEmitter Style tab already has "Over Life" controls. pChangeStyle is more powerful (regions, sets).
