Overview
pKill is the simplest life-cycle node: as soon as a particle crosses its region, it is instantly removed from the system (as if its Lifespan had been reached).
Unlike a natural Lifespan, pKill gives you spatial control - particles die where you want, not when you want. Very useful for performance in scenes with particles that would otherwise travel forever.
Where to find this node
- Effects Library:
Tools > Particles > pKill - Quick add: right-click in the Node Editor →
Add Tool > Particles > pKill
Inputs
- Particle Input (orange) - output of a particle node.
- Region Input (green/magenta) - optional. A 2D bitmap or 3D mesh that defines the destruction area. Essential to control precisely where particles die.
Setup
Scene boundaries:
pEmitter → pForces → pKill ← Shape 3D (cube = visible scene)
(Region = Inside Inverse)
→ pRender
(particles leaving the cube are killed)
Cleanup below the floor:
pEmitter → pDirectionalForce (gravity) → pKill ← Shape 3D (plane at the bottom)
→ pRender
(particles falling below the floor disappear)
Stylized vanishing zone:
pEmitter → pKill ← Shape 3D (magic effect sphere)
(particles entering the sphere are destroyed = a vaporizing effect)Parameters (mostly Region)
pKill has no main parameter. All the setup happens in the tabs shared by particle nodes:
- Region tab
- Defines the area where particles are killed. Options: All (everywhere), Bitmap, Mesh, Cube, Sphere, Line, Rectangle. With an Inside / Inside Inverse toggle to kill inside or outside the area.
- Conditions tab
- Targets certain Sets only, with a min/max age and a kill probability (allows partial kills).
- Start / End Age
- Kills only particles within a given age range. For example, it lets you leave young particles alone and only kill the old ones.
- Probability
- Percentage of particles killed in the region. 1.0 = all, 0.5 = a random half. A "fuzzy" kill rather than a binary one.
Use cases
- Scene boundaries - a Shape 3D cube enclosing the visible scene + Region Inside Inverse = every off-frame particle dies (massive optimization).
- Cleanup below the floor - a Shape 3D plane at negative Y = particles below the floor are removed after an imperfect pBounce.
- Performance optimization - limits the number of live particles at any moment. A pKill over a large area = a drastic drop in computation cost.
- Narrative vanishing zone - particles touching a portal, a shield or an aura = instant vaporization (stylized effect).
- Stylized fade-out - pKill with Probability 0.1 = some particles gradually die in an area, a natural thinning effect.
- Limiting the reach of an explosion - a kill sphere X units from the center = debris does not travel too far.
Tips
- Always place pKill at the end of the chain - right before pRender, after all the forces. Avoid killing particles that still had to be transformed.
- Region Inside Inverse for boundaries - kill everything outside the useful area. The standard way to confine a system to a scene.
- Instant performance - on a heavy comp, adding a simple pKill can cut render time by 2-3x by removing invisible particles.
- Probability for a gradual kill - better than a binary kill for some narratives (gradual dissipation in an area).
- Combine with pChangeStyle - for a "fade out before death" effect, pChangeStyle (size/alpha reduction), then pKill.
- No effect without a Region - if the Region tab = All, every particle dies immediately. Always set a precise area.
- For a classic Lifespan (particles dying of old age), stick to the pEmitter Lifespan parameter. pKill is for spatial/conditional control.
