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pImageEmitter

Emit particles from an image

Generates particles from the pixels, alpha, color and spatial structure of an input image.

pImageEmitter
DaVinci Resolve · Fusion

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

What pImageEmitter does

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.

Mental model

Think of pImageEmitter as a scanner that samples image pixels and turns those sample points into particles.

Common uses

Logo disintegration
Image-to-particle reveal
Pixel explosion
Create particle silhouettes from alpha
Preserve image color in a particle cloud

Flow anatomy

Inputs & outputs

The port structure shows how this node fits into a Fusion graph.

Image

The image whose pixels, alpha and color define particle emission.

Region

Input used by pImageEmitter.

pImageEmitter
Fusion node

Particles

The processed particle stream.

Inspector

Important parameters

Start with these controls before reaching for more complicated workarounds.

Random Seed

Sets the random seed so a procedural variation can be reproduced.

Reseed

Sets the random seed so a procedural variation can be reproduced.

Time Lock

Locks procedural randomness to time so the same frame evaluates consistently.

X Density

Sets sampling density along the X axis.

Y Density

Sets sampling density along the Y axis.

Alpha Threshold

Ignores source pixels below the selected alpha threshold.

Lock Color to Initial Frame

Keeps sampled particle color tied to the first frame when needed.

Create Particles Every Frame

Controls whether new particles continue to be generated over time.

Use Z Channel for Particle Z

Can use source depth information for particle Z placement when available.

Lifespan

Controls lifespan for the particle system.

Lifespan Variance

Controls particle lifetime.

Position Variance

Adds spatial variation around sampled pixel positions.

Temporal Dist.

Controls how particle births are distributed through time.

All at same time

Controls all at same time for the particle system.

X Pivot / Y Pivot / Z Pivot

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.

Velocity

Sets particle speed or velocity.

Velocity Variance

Sets how far randomized values can deviate from the base value.

Angle

Sets the angle of the element.

Angle Variance

Sets how far randomized values can deviate from the base value.

Angle Z

Sets the particle emission direction around the Z axis.

Angle Z Variance

Sets how far randomized values can deviate from the base value.

Rotation Mode

Selects the Rotation Mode used by pImageEmitter.

Absolute rotation

Uses the specified X/Y/Z rotation values as each emitted particle’s starting orientation.

Always Face Camera

Keeps the particle sprite or instance facing the camera.

Rotation X / Y / Z

Sets rotation on the X, Y and Z axes.

Rotation X/Y/Z Variance

Sets rotation on the X, Y and Z axes.

Spin X / Y / Z

Sets the X, Y and Z components of spin.

Spin X/Y/Z Variance

Sets the X, Y and Z components of spin.

Sets 1–32

Chooses which particle sets are affected by this operation.

Style

Selects the style used by pImageEmitter.

Point

Controls point for the particle system.

Bitmap

Uses a bitmap-defined region for the particle operation.

Blob

Sets the softness of blob.

Brush

Controls brush for the particle system.

Line

Uses a line region for this particle operation.

NGon

Uses a polygonal region as the particle-emission area.

Point Cluster

Emits particles from a clustered group of source points.

Apply Mode

Selects the Apply Mode.

Chooses the mathematical or operational mode used for this part of the node.

Sub-Pixel Rendered

Allows emitted source points smaller than one pixel to contribute to the particle render.

Color

Sets the color.

Red / Green / Blue / Alpha

Provides separate controls for the red, green, blue and alpha channels.

Red/Green/Blue/Alpha Variance

Provides separate controls for the red, green, blue and alpha channels.

Lock Color Variance

Links Color Variance so they change together.

Color Over Life Controls

Defines how emitted particle color changes over the particle lifetime.

Fade

Controls fade for the particle system.

Region

Selects the particle region type.

Chooses the geometric region used by the particle operation.

All

Applies the particle operation across the full region or particle set.

Bezier

Uses a Bezier-shaped region for the particle operation.

Bitmap

Uses a bitmap-defined region for the particle operation.

Cube

Uses a cube-shaped region for the particle operation.

Line

Emits particles along a line region.

Mesh

Uses a mesh-based region for the particle operation.

Rectangle

Uses a rectangular region for the particle operation.

Sphere

Uses a spherical region for the particle operation.

Translation X/Y/Z

Sets translation on the X, Y and Z axes.

Rotation Order

Sets the 3D rotation order.

Defines the order in which the three rotation axes are evaluated.

Rotation X/Y/Z

Sets rotation on the X, Y and Z axes.

Pivot X/Y/Z

Sets the pivot position on the X, Y and Z axes.

Lock X/Y/Z

Links the X, Y and Z values for scale.

Scale

Sets the overall scale.

Practical setup

A reliable workflow

  1. 1

    Connect an image with useful alpha or color detail.

  2. 2

    Set X/Y Density conservatively.

  3. 3

    Use Alpha Threshold to remove unwanted transparent areas.

  4. 4

    Choose whether color should be sampled from the source.

  5. 5

    Add particle forces for motion.

  6. 6

    Render the stream with pRender.

Typical node chain
Image
pImageEmitter
particle forces
pRender

Examples

Where this node fits in real work

Logo dissolve

A logo becomes particles that scatter away.

LogopImageEmitterpTurbulencepDirectionalForcepRender

Particle portrait

Sample image colors and keep motion subtle.

ImagepImageEmitterpFrictionpRender

Troubleshooting

Common mistakes

Using excessive density and generating far more particles than the shot needs.
Forgetting to use alpha threshold on an image with a transparent background.
Expecting the image itself to remain visible after it has become a particle stream.

Production notes

Practical tips

Use a clean alpha channel for precise image-shaped emission.
Tune density while viewing the final output size, not just a zoomed Viewer.
Start with color inheritance before adding complex style changes.

Related nodes