Random Seed
Sets the random seed so a procedural variation can be reproduced.
Emit particles from an image
Generates particles from the pixels, alpha, color and spatial structure of an input image.
pImageEmitter turns a flat image into a particle source. It can sample image density and color so particles originate from the visual structure of the source.
Overview
This node is useful for logo disintegration, image-to-particle transitions, pixel-like reveals and effects where a source picture should break into procedural points.
Density controls how densely the image is sampled. Alpha Threshold can ignore transparent or nearly transparent areas so particles are generated only from useful pixels.
Particles can inherit color from the source image, making it possible to preserve a recognizable picture before forces distort or scatter the particle field.
Think of pImageEmitter as a scanner that samples image pixels and turns those sample points into particles.
Flow anatomy
The port structure shows how this node fits into a Fusion graph.
The image whose pixels, alpha and color define particle emission.
Input used by pImageEmitter.
The processed particle stream.
Inspector
Start with these controls before reaching for more complicated workarounds.
Sets the random seed so a procedural variation can be reproduced.
Sets the random seed so a procedural variation can be reproduced.
Locks procedural randomness to time so the same frame evaluates consistently.
Sets sampling density along the X axis.
Sets sampling density along the Y axis.
Ignores source pixels below the selected alpha threshold.
Keeps sampled particle color tied to the first frame when needed.
Controls whether new particles continue to be generated over time.
Can use source depth information for particle Z placement when available.
Controls lifespan for the particle system.
Controls particle lifetime.
Adds spatial variation around sampled pixel positions.
Controls how particle births are distributed through time.
Controls all at same time for the particle system.
Sets the pivot used for rotation and scaling.
Move the pivot when the element needs to rotate or scale around a point other than its current center.
Sets particle speed or velocity.
Sets how far randomized values can deviate from the base value.
Sets the angle of the element.
Sets how far randomized values can deviate from the base value.
Sets the particle emission direction around the Z axis.
Sets how far randomized values can deviate from the base value.
Selects the Rotation Mode used by pImageEmitter.
Uses the specified X/Y/Z rotation values as each emitted particle’s starting orientation.
Keeps the particle sprite or instance facing the camera.
Sets rotation on the X, Y and Z axes.
Sets rotation on the X, Y and Z axes.
Sets the X, Y and Z components of spin.
Sets the X, Y and Z components of spin.
Chooses which particle sets are affected by this operation.
Selects the style used by pImageEmitter.
Controls point for the particle system.
Uses a bitmap-defined region for the particle operation.
Sets the softness of blob.
Controls brush for the particle system.
Uses a line region for this particle operation.
Uses a polygonal region as the particle-emission area.
Emits particles from a clustered group of source points.
Selects the Apply Mode.
Chooses the mathematical or operational mode used for this part of the node.
Allows emitted source points smaller than one pixel to contribute to the particle render.
Sets the color.
Provides separate controls for the red, green, blue and alpha channels.
Provides separate controls for the red, green, blue and alpha channels.
Links Color Variance so they change together.
Defines how emitted particle color changes over the particle lifetime.
Controls fade for the particle system.
Selects the particle region type.
Chooses the geometric region used by the particle operation.
Applies the particle operation across the full region or particle set.
Uses a Bezier-shaped region for the particle operation.
Uses a bitmap-defined region for the particle operation.
Uses a cube-shaped region for the particle operation.
Emits particles along a line region.
Uses a mesh-based region for the particle operation.
Uses a rectangular region for the particle operation.
Uses a spherical region for the particle operation.
Sets translation on the X, Y and Z axes.
Sets the 3D rotation order.
Defines the order in which the three rotation axes are evaluated.
Sets rotation on the X, Y and Z axes.
Sets the pivot position on the X, Y and Z axes.
Links the X, Y and Z values for scale.
Sets the overall scale.
Practical setup
Connect an image with useful alpha or color detail.
Set X/Y Density conservatively.
Use Alpha Threshold to remove unwanted transparent areas.
Choose whether color should be sampled from the source.
Add particle forces for motion.
Render the stream with pRender.
Examples
A logo becomes particles that scatter away.
Sample image colors and keep motion subtle.
Troubleshooting
Production notes
Related nodes