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pEmitter Node

By Kriss Norde

pEmitter is the main source of the Fusion particle system. It creates particles with initial properties (position, velocity, lifespan, style) that are then changed by forces (pBounce, pTurbulence, pFriction...) and finally rendered by a pRender. It is required at the head of every particle chain.

Overview

pEmitter generates particles in the system: on every frame, N new particles are emitted from a defined region, with parameterized initial properties. These particles then live for a set duration (Lifespan), go through the forces in the flow and disappear.

Important: pEmitter does not produce a visible image. It generates a "particle set" (abstract data) that must be rendered by a pRender at the end of the chain to be displayed.

Where to find this node

  • Effects Library: Tools > Particles > pEmitter
  • Quick add: right-click in the Node Editor → Add Tool > Particles > pEmitter

Fusion particle workflow

Typical structure of a particle chain:

pEmitter (emission) → pForce 1 (applied force) → pForce 2 → ... → pRender
                                                                           ↓
                                                                    2D or 3D output

Between pEmitter and pRender, you can stack as many pForces (pTurbulence, pBounce, pFriction, pDirectionalForce, pVortex, etc.) as you need to sculpt the particles' behavior.

Inputs

  • Style Bitmap Input - a 2D image (256×256 recommended) used as the texture for each particle (e.g. a star, a snowflake, a custom sprite).
  • Region Inputs - a bitmap or 3D mesh that defines the emission area (instead of primitive shapes such as Cube or Sphere).

Setup

Simple snow:
pEmitter (Number 50, Lifespan 200, Velocity Y -0.05, Region = plane at the top)
       → pTurbulence (light)
       → pRender → Merge → MediaOut

Explosion sparks:
pEmitter (Number 300 over 1 frame, radial Velocity, Lifespan 60)
       → pFriction (slows down)
       → pRender

Fire (sprite texture):
Fast Noise → pEmitter Style Bitmap input (flame texture)
pEmitter (sprite, cube Region, Velocity Y +0.03)
       → pTurbulence
       → pRender (Blend Mode Add)

Controls tab (emission)

Number / Number Variance
Number of particles emitted per frame and its random variance. Number = 10 → about 10 particles per frame.
Lifespan / Lifespan Variance
Particle lifetime in frames. Lifespan 60 = particles live for 60 frames (~2.5s at 24fps). Variance gives individual particles different lifespans.
Velocity
Initial speed and direction of the particles. X/Y/Z in 3D.
Velocity Variance
Randomizes the initial speed. Essential for organic effects - without variance, every particle leaves in exactly the same direction.
Rotation / Spin
Initial orientation and automatic rotation of the particles (for sprites).
Random Seed
Seed of the random generator. Lock it for a result you can reproduce across sessions.
Position Variance
Softens the edges of the emission region (particles can leave the region slightly).
Temporal Distribution
Enables sub-frame particle birth (between two whole frames) for a smoother result on fast motion.
Inherit Velocity
Particles inherit the emitter's velocity when it moves.

Style tab (appearance)

Controls the visual look of the particles:

  • Style: Point, Bright Point, Line, Bitmap, Brush, Blob - the visual type of particle.
  • Color / Color Variance: color and randomization.
  • Size / Size Variance: size and randomization.
  • Fade In / Fade Out: progressive fade at the start and end of the lifespan.
  • Size to Velocity / Size over Life: size that varies with speed or lifetime.

Region tab (where to emit)

Defines the particle emission area:

  • All: anywhere in 3D space.
  • Bitmap: based on a connected 2D image.
  • Mesh: surface of a connected 3D mesh.
  • Cube / Sphere / Line / Rectangle: primitive shapes.
  • Position: a single point (every particle spawns at the same spot).

Sets tab

Assigns the emitted particles to a numbered set (1-32). Downstream forces (pForces) can target only certain sets - this lets you have several particle types in the same comp with different behaviors.

Example: 2 pEmitters, one on Set 1 (smoke), one on Set 2 (sparks). pTurbulence on Set 1 only = turbulent smoke but stable sparks.

Use cases

  • Snow / rain / confetti - continuous emission with a negative Y Velocity, a plane Region at the top of the screen, and a Lifespan long enough to cross the frame.
  • Explosion / fireworks - a one-off emission (high Number over 1 frame), radial Velocity with strong Variance, short Lifespan.
  • Fire / smoke - a pEmitter with a flame sprite style, positive Y Velocity, Size over Life (grows, then disappears), with pTurbulence.
  • Sparks - Bright Point Style particles, strong Velocity, short Lifespan, with pFriction (slows down quickly).
  • Dust / motes - low Number, very long Lifespan, low Velocity, with subtle pTurbulence = atmosphere.
  • Magic trails (glow) - Bitmap Style with a star or glow sprite, animated Position = a trail that follows a path.
  • Emission from a 3D mesh - Region = Mesh with a connected 3D object = particles emitted from that object's surface.

Tips

  • Always a pRender at the end of the chain - without it, nothing is visible.
  • Variance = life - never leave Variance at 0 on Velocity and Lifespan. Without variance, particles look mechanical. 10-30% variance is a good starting point.
  • A reasonable Number - 50-200 per frame for most effects. 1000+ gets very heavy to render.
  • Lock the Random Seed - for a result you can reproduce across sessions/machines, lock the seed. Otherwise it varies randomly between renders.
  • Style Bitmap 256×256 recommended - the best size for performance. Larger = slow rendering, smaller = pixelation.
  • Sets for organization - use Sets as soon as you have 2+ particle types. It lets you manage forces modularly.
  • Temporal Distribution for fast motion - enables sub-frame emission for much smoother renders on fast animations.
  • For ultra-complex fluid simulations (water, realistic smoke), prefer dedicated software (Houdini, Maya nParticles). pEmitter is excellent for stylized VFX and motion graphics.