Overview
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This renderer draws the particles as meshes
Meshes are displayed onscreen based on an input position, scale, color and additional per particle or static properties (see mesh renderer node reference). |
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Default Materials:
- Default_Mesh: Regular opaque mesh, can use alpha-testing for cutouts
- Opaque_Mesh: Transparent mesh (additive, alpha-blended, or premultiplied-alpha)
Material: Default_Mesh
Property | Type | Description |
DoubleSided | bool | If disabled, enables back face culling. |
Lit | bool | Enables the Lit rendering feature: Lights the particle with the scene lights. |
LegacyLit | bool | Enables the Legacy Lit rendering feature: Lights the particle with the scene lights. (legacy shader) |
Atlas | bool | Enables the Atlas rendering feature: 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. |
MeshAtlas | bool | Enables the Mesh Atlas rendering feature: Allows to use an ID to choose which sub-mesh of the specified mesh asset should be displayed. |
AlphaRemap | bool | Enables the Alpha Remap rendering feature: 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. |
Emissive | bool | Enables the Emissive rendering feature: Exposes an emissive map to use as a purely emissive color in addition to the regular diffuse component. |
TransformUVs | bool | Enables the Transform UVs rendering feature: Exposes more control on the UV coordinates of the mesh corners. |
EmissiveRamp | bool | Enables the Emissive Ramp rendering feature: Uses the red channel of the emissive texture (can be grayscale) to lookup a 1D color ramp to get the final RGB emissive color. |
UseVertexColors | bool | When enabled, the mesh vertex colors will be multiplied with the diffuse component. |
MeshLOD | bool | Enables the Mesh LOD rendering feature: If the mesh has builtin LODs, allows to control per-particle which LOD level gets drawn. |
Type | enum | Opaque mode
|
MaskThreshold | float | Opacity mask threshold value. If the alpha value is below this value, the pixel is discarded. |
+ all common renderer properties | ||
Input pins | ||
Position | float3 | Mesh position in world coordinates |
Scale | float3 | Mesh scale |
Orientation | orientation | Mesh orientation |
Mesh | String | Mesh resource |
DiffuseMap | String | Texture map used for the diffuse lighting component. |
Color | float4 | Diffuse color, multiplied with the diffuse map color. |
Material: Transparent_Mesh
Property | Type | Description |
DoubleSided | bool | If disabled, enables back face culling. |
SoftParticles | bool | Enables the Soft Particles rendering feature: Particles fade away when becoming too close to solid scene geometry, preventing a hard clipping effect where they intersect the scene. |
AlphaRemap | bool | Enables the Alpha Remap rendering feature: 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. |
Atlas | bool | Enables the Atlas rendering feature: 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. |
MeshAtlas | bool | Enables the MeshAtlas rendering feature: Allows to use an ID to choose which sub-mesh of the specified mesh asset should be displayed. |
Emissive | bool | Enables the Emissive rendering feature: Exposes an emissive map to use as a purely emissive color in addition to the regular diffuse component. |
DiffuseRamp | bool | Enables the Diffuse Ramp rendering feature: Uses the red channel of the diffuse texture (can be grayscale) to lookup a 1D color ramp to get the final RGB diffuse color. |
TransformUVs | bool | Enables the Transform UVs rendering feature: Exposes more control on the UV coordinates of the mesh corners. |
EmissiveRamp | bool | Enables the Emissive Ramp rendering feature: Uses the red channel of the emissive texture (can be grayscale) to lookup a 1D color ramp to get the final RGB emissive color. |
UseVertexColors | bool | When enabled, the mesh vertex colors will be multiplied with the diffuse component. |
MeshLOD | bool | Enables the Mesh LOD rendering feature: If the mesh has builtin LODs, allows to control per-particle which LOD level gets drawn. |
Type | enum | Transparent blending mode.
|
SortMode | enum | Allows to specify a custom sorting key.
|
GlobalSortOverride | int | Global sort order of the draw calls. Different values for 2 renderers will break batching and separate their drawcall. Smaller values are drawn first (visually behind higher values). The value can be negative. |
CameraSortOffset | float | Used as a depth bias to allow offseting the draw call bbox along the camera axis (in world units). Different values for 2 renderers will break batching and separate their drawcall. |
+ all common renderer properties | ||
Input pins | ||
Position | float3 | Mesh position in world coordinates |
Scale | float3 | Mesh scale |
Orientation | orientation | Mesh orientation |
Mesh | String | Mesh resource |
DiffuseMap | String | Texture map used for the diffuse lighting component. |
Color | float4 | Diffuse color, multiplied with the diffuse map color. |
Lit
Lights the particle with the scene lights.
Property | Type | Description |
CastShadows | bool | Can cast shadows |
Roughness | float | Material roughness (PBR). A roughness of 0.0 represents a mirror, a roughness of 1.0 represents a purely diffuse surface. |
Metalness | float | Material metalness (PBR). A metalness of 0.0 represents a pure nonmetal, a metalness of 1.0 represents a pure metal.Affects the color of the reflections. |
Type | enum |
|
Input pins | ||
NormalMap | String | Texture map representing tangent-space normals to be used for lighting. |
RoughMetalMap | String | Roughness (R) and Metalness (G) packed in an RGBA texture |
LitMaskMap | String |
LegacyLit
Lights the particle with the scene lights. (legacy shader)
Property | Type | Description |
NormalWrapFactor | float | Used to fake sub-surface scattering on the particles. Remaps the N dot L of the lighting equation from [-1,1] to [-1+factor,1] |
LightExponent | float | Exponentiation of the lighting term |
LightScale | float3 | RGB Multiplier applied to the incoming light |
AmbientLight | float3 | Additional uniform light |
CastShadows | bool | Can cast shadows (not implemented in editor) |
Input pins | ||
NormalMap | String | Texture map representing tangent-space normals to be used for lighting. |
SpecularMap | String | 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 |
SoftnessDistance | float | 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 | ||
AlphaMap | String | Texture map used as the alpha remap lookup. The X lookup coordinate is the diffuse texture alpha.The Y lookup coordinate is the Cursor value. |
Cursor | float | Y coordinate used to sample the AlphaMap texture. |
TransformUVs
Exposes more control on the UV coordinates of the mesh corners.
Property | Type | Description |
RGBOnly | bool | When enabled, does not transform the UVs used to sample the alpha channel. |
Input pins | ||
UVOffset | float2 | UV offset |
UVRotate | float2 | UV rotation angle |
UVScale | float2 | 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 |
Source | enum |
|
SubDiv | int2 | Subdivision count |
Blending | enum | Frame blending type
|
DistortionStrength | float | Multiplier over the uv distortion Distortion strength to apply for Houdini exported maps is: -(1.0 / FPS / ColRow) . |
Input pins | ||
Definition | String | Atlas definition (.pkat) |
MotionVectorsMap | String | Motion vectors texture, used to blend between frames when Blending is set to MotionVectors |
TextureID | float | 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 | ||
MeshID | float | 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 | ||
RampMap | String | 1D texture map used tor for diffuse color remap. Sampled with the Red channel of the DiffuseMap texture. |
Emissive
Exposes an emissive map to use as a purely emissive color in addition to the regular diffuse component.
Property | Type | Description |
Input pins | ||
EmissiveMap | String | Texture map used for the emissive lighting component. |
EmissiveColor | float3 | 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 | ||
EmissiveRamp | String | 1D texture map used tor for emissive color remap. Sampled with the Red |
MeshLOD
If the mesh has builtin LODs, allows to control per-particle which LOD level gets drawn.
Property | Type | Description |
Input pins | ||
LOD | int | Index of the level of detail to render. |