Mesh
Overview
This renderer draws the particles as meshes
This renderer is supported in all of our public engine integrations.
Meshes are displayed onscreen based on an input position, scale, color and additional per particle or static properties (see mesh renderer node reference).
Note: PopcornFX v2.2 introduces mesh atlases, an efficient method to render keyframe-based animated meshes, or to randomly pick different meshes per-particle (ex: debris).
Meshes can be oriented using orientation helpers templates.

Geometry inputs
Property |
Type |
Description |
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If disabled, enables back face culling. |
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Enables the Mesh Atlas rendering feature: |
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When enabled, the mesh vertex colors will be multiplied with the diffuse component. |
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Enables the Mesh LOD rendering feature: |
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Mesh position in world coordinates |
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Mesh scale |
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Mesh orientation |
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Mesh resource |
Render-features
Lit
Lights the particle with the scene lights.
Property |
Type |
Description |
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Can cast shadows |
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Material roughness (PBR). A roughness of |
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Material metalness (PBR). A metalness of |
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Input pins |
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Texture map representing tangent-space normals to be used for lighting. |
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Roughness ® and Metalness (G) packed in an RGBA texture |
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LegacyLit
Lights the particle with the scene lights. (legacy shader)
Property |
Type |
Description |
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Used to fake sub-surface scattering on the particles. |
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Exponentiation of the lighting term |
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RGB Multiplier applied to the incoming light |
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Additional uniform light |
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Can cast shadows (not implemented in editor) |
Input pins |
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Texture map representing tangent-space normals to be used for lighting. |
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Source map used in specular lighting computation |
SoftParticles
Particles fade away when becoming too close to solid scene geometry, preventing a hard clipping effect where they intersect the scene.
Property |
Type |
Description |
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Fade distance of particles in world units |
AlphaRemap
Allows remapping the alpha using a 2D grayscale texture looked up with the particle alpha along its U coordinate, and a custom per-particle Cursor along its V coordinate.
Property |
Type |
Description |
Input pins |
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Texture map used as the alpha remap lookup. |
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TransformUVs
Exposes more control on the UV coordinates of the mesh corners.
Property |
Type |
Description |
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When enabled, does not transform the UVs used to sample the alpha channel. |
Input pins |
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UV offset |
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UV rotation angle |
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UV scale |
Atlas
Allows to use a sprite-sheet as the diffuse texture, and control which subset of the texture is used using a per-particle TextureID input.
Property |
Type |
Description |
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Subdivision count |
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Frame blending type
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Multiplier over the uv distortion |
Input pins |
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Atlas definition (.pkat) |
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Motion vectors texture, used to blend between frames when |
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Index of the sub-rect to use inside the atlas |
MeshAtlas
Allows to use an ID to choose which sub-mesh of the specified mesh asset should be displayed.
Property |
Type |
Description |
Input pins |
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Index of the sub-mesh to draw when the mesh resource contains multiple sub-meshes. |
DiffuseRamp
Uses the red channel of the diffuse texture (can be grayscale) to lookup a 1D color ramp to get the final RGB diffuse color.
Property |
Type |
Description |
Input pins |
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1D texture map used tor for diffuse color remap. |
Emissive
Exposes an emissive map to use as a purely emissive color in addition to the regular diffuse component.
Property |
Type |
Description |
Input pins |
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Texture map used for the emissive lighting component. |
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Emissive color, multiplied with the emissive texture |
EmissiveRamp
Uses the red channel of the emissive texture (can be grayscale) to lookup a 1D color ramp to get the final RGB emissive color.
Property |
Type |
Description |
Input pins |
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1D texture map used tor for emissive color remap. |