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pSpawn

Emit particles from particles

Creates secondary particles from existing parent particles, enabling sparks, trails, fragmentation and cascading particle systems.

pSpawn
DaVinci Resolve · Fusion

pSpawn turns incoming particles into moving emitters. Each eligible parent particle can generate child particles with their own lifespan, velocity, style and color.

Overview

What pSpawn does

This is one of the most powerful classic particle nodes because it enables multi-stage simulations: one emitter creates parent particles, and pSpawn creates a second layer from those moving parents.

Velocity Transfer controls how much child motion inherits from the parent. Position Variance and temporal distribution determine where and when children appear around each parent.

Affect spawned particles can create recursive cascades. It is powerful but dangerous: particle counts can grow extremely quickly when Number and Lifespan are high.

Mental model

Imagine a tiny emitter attached to every incoming particle. As the parent moves, pSpawn decides when and how many child particles it releases.

Common uses

Sparks from moving particles
Secondary smoke or dust trails
Fragment particles into smaller particles
Create cascading magical effects
Build multi-stage particle systems

Flow anatomy

Inputs & outputs

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

Particles

Particle stream processed by this node.

pSpawn
Fusion node

Particles

The processed particle stream.

Inspector

Important parameters

Start with these controls before reaching for more complicated workarounds.

Random Seed

Changes the reproducible spawn pattern.

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.

Number

Sets how many particles are generated or processed.

Number Variance

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

Lifespan

Sets how long particles created by pSpawn remain alive.

Lifespan Variance

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

Color

Chooses whether children use their own style color or inherit parent color.

Position Variance

Spreads child birth positions around the parent.

Temporal Distribution

Controls whether child births happen together, randomly or more evenly over time.

Affect spawned particles

Allows children to become parents for further spawning.

This can multiply particle count very rapidly.

Tip: Enable only after the base effect is stable at low density.

Velocity Transfer

Controls how much parent velocity is inherited by children.

Velocity

Sets particle speed or velocity.

Velocity Variance

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

Angle / Angle Variance

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

Angle Z / Angle Z Variance

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

Rotation Mode

Selects the Rotation Mode used by pSpawn.

Always Face Camera

Keeps the particle sprite or instance facing the camera.

Rotation X/Y/Z and Variance

Sets rotation on the X, Y and Z axes.

Spin X/Y/Z and Variance

Sets the X, Y and Z components of spin.

Sets / Set 1–32

Chooses which particle sets are affected by this operation.

Style

Selects the style used by pSpawn.

Apply Mode

Selects the Apply Mode.

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

Sub-Pixel Rendered

Allows spawned particles smaller than one pixel to contribute to the render.

Color / Red / Green / Blue / Alpha

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

Color Variance

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

Color Over Life Controls

Defines how spawned particle color changes over the particle lifetime.

Fade In / Out

Sets how spawned particles fade in after birth and fade out before they die.

Probability

Sets the probability that this particle operation is applied.

Age Start / End

Sets the particle-age range affected by this operation.

Particle age is measured over the particle lifetime; use the start and end values to limit where the behavior becomes active.

Set Mode

Selects the Set Mode used by pSpawn.

Region Mode

Selects the particle region type.

Chooses the geometric region used by the particle operation.

Region

Selects the particle region type.

Chooses the geometric region used by the particle operation. Available region types include All, Bezier, Bitmap, Cube, Line, Mesh, and Rectangle.

Practical setup

A reliable workflow

  1. 1

    Start with a stable low-density parent stream.

  2. 2

    Insert pSpawn after the parent motion is established.

  3. 3

    Use a small Number and short Lifespan first.

  4. 4

    Tune Velocity Transfer and Position Variance.

  5. 5

    Choose the child style/color behavior.

  6. 6

    Only then consider recursive spawning or higher density.

Typical node chain
Parent particles
pSpawn
particle forces
pRender

Examples

Where this node fits in real work

Spark trail

Moving parent particles continuously emit smaller sparks.

pEmitterpDirectionalForcepSpawnpRender

Particle fragmentation

Image particles split into secondary fragments.

ImagepImageEmitterpSpawnpTurbulencepRender

Troubleshooting

Common mistakes

Starting with high Number and Lifespan and creating an enormous particle count.
Enabling Affect spawned particles before understanding the base spawn behavior.
Using full velocity inheritance when child particles should visibly separate from parents.

Production notes

Practical tips

Build the effect in stages and watch particle count.
Use short-lived children for sparks and longer-lived children for smoke-like trails.
Animate spawn amount instead of making the whole system dense all the time.

Related nodes