Random Seed
Changes the reproducible spawn pattern.
Emit particles from particles
Creates secondary particles from existing parent particles, enabling sparks, trails, fragmentation and cascading particle systems.
pSpawn turns incoming particles into moving emitters. Each eligible parent particle can generate child particles with their own lifespan, velocity, style and color.
Overview
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.
Imagine a tiny emitter attached to every incoming particle. As the parent moves, pSpawn decides when and how many child particles it releases.
Flow anatomy
The port structure shows how this node fits into a Fusion graph.
Particle stream processed by this node.
The processed particle stream.
Inspector
Start with these controls before reaching for more complicated workarounds.
Changes the reproducible spawn pattern.
Sets the random seed so a procedural variation can be reproduced.
Locks procedural randomness to time so the same frame evaluates consistently.
Sets how many particles are generated or processed.
Sets how far randomized values can deviate from the base value.
Sets how long particles created by pSpawn remain alive.
Sets how far randomized values can deviate from the base value.
Chooses whether children use their own style color or inherit parent color.
Spreads child birth positions around the parent.
Controls whether child births happen together, randomly or more evenly over time.
Allows children to become parents for further spawning.
This can multiply particle count very rapidly.
Controls how much parent velocity is inherited by children.
Sets particle speed or velocity.
Sets how far randomized values can deviate from the base value.
Sets how far randomized values can deviate from the base value.
Sets how far randomized values can deviate from the base value.
Selects the Rotation Mode used by pSpawn.
Keeps the particle sprite or instance facing the camera.
Sets rotation on the X, Y and Z axes.
Sets the X, Y and Z components of spin.
Chooses which particle sets are affected by this operation.
Selects the style used by pSpawn.
Selects the Apply Mode.
Chooses the mathematical or operational mode used for this part of the node.
Allows spawned particles smaller than one pixel to contribute to the render.
Provides separate controls for the red, green, blue and alpha channels.
Sets how far randomized values can deviate from the base value.
Defines how spawned particle color changes over the particle lifetime.
Sets how spawned particles fade in after birth and fade out before they die.
Sets the probability that this particle operation is applied.
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.
Selects the Set Mode used by pSpawn.
Selects the particle region type.
Chooses the geometric region used by the particle operation.
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
Start with a stable low-density parent stream.
Insert pSpawn after the parent motion is established.
Use a small Number and short Lifespan first.
Tune Velocity Transfer and Position Variance.
Choose the child style/color behavior.
Only then consider recursive spawning or higher density.
Examples
Moving parent particles continuously emit smaller sparks.
Image particles split into secondary fragments.
Troubleshooting
Production notes
Related nodes