Random Seed
Sets the random seed used to generate repeatable particle variation.
Generate a particle stream
Creates procedural particles for sparks, dust, snow, smoke, debris and other particle-based effects.
pEmitter is the starting point for many Fusion particle systems. It generates particles with rules for birth rate, lifespan, position, velocity, direction, rotation, style and color.
Overview
pEmitter does not create the final visible image by itself. It creates a particle data stream that is modified by force and behavior nodes, then converted to pixels by pRender.
Number controls how many particles are generated, Lifespan controls how long they survive, and velocity/direction controls define the initial motion.
Style controls how particles look when rendered. A good workflow is to keep particle counts modest while designing motion, then raise density only when the behavior is stable.
Think of pEmitter as a programmable spray nozzle: it decides how many particles are born, where they start, how long they live and what initial motion they receive.
Flow anatomy
The port structure shows how this node fits into a Fusion graph.
Source image for the operation.
Input used by pEmitter.
The generated particle stream for forces, modifiers and pRender.
Inspector
Start with these controls before reaching for more complicated workarounds.
Sets the random seed used to generate repeatable particle variation.
Generates a new random seed and therefore a new particle variation.
Locks the random particle pattern to time so the same frame evaluates reproducibly.
Sets the number of particles emitted.
Adds random variation to the emitted particle count.
Sets how long particles live.
Adds random variation to particle lifetime.
Sets the initial particle color.
Randomizes particle birth positions around the emitter.
Controls how particle births are spread through time rather than all occurring at one instant.
Sets the initial particle speed.
Adds random variation to initial particle speed.
Sets how much motion from the emitter or source is inherited by newly born particles.
Randomizes the amount of inherited motion.
Sets the emission direction and the random spread around that direction.
Sets the Z-axis emission direction and its random spread for 3D particle motion.
Chooses how initial particle rotation is interpreted.
Keeps particle sprites or instances facing the camera.
Sets initial 3D rotation and the random variation on each axis.
Sets angular velocity and its random variation on the X, Y and Z axes.
Chooses the particle sets new particles are assigned to.
Chooses the visual style used to represent emitted particles.
Chooses how the particle image or color is composited when the style is rendered.
Allows particles smaller than a pixel to contribute smoothly instead of popping on and off.
Opens the controls for the base particle color.
Adds random variation around the base particle color.
Links the color-variance channels so they can be adjusted together.
Controls how particle color changes from birth to death.
Controls particle fade-in and fade-out over their lifetime.
Chooses the shape or region from which particles are emitted.
Sets the dimensions of the emission region.
Offsets the emission region on the X, Y and Z axes.
Rotates the emission region around the X, Y and Z axes.
Sets the pivot used to rotate or scale the emission region.
Lets you pick the emitter region position or related spatial value interactively in the Viewer.
Practical setup
Create pEmitter.
Start with a low Number and moderate Lifespan.
Set position and initial velocity.
Add force nodes such as pDirectionalForce or pTurbulence.
Connect the final particle stream to pRender.
Raise density only after the motion looks correct.
Examples
Particles are emitted, pushed and given turbulence before rendering.
Low-speed particles receive turbulence and friction.
Troubleshooting
Production notes
Related nodes