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Particle Cloud shaders are used by particles which have their render type set to "Cloud". These can only be rendered using Software Rendering. When you open a new file, a default Particle Cloud shader is created. You can create new Particle Cloud shaders, and assign them to different particle objects.

If you are connecting this node manually to a shading group, then you should connect the outColor attribute of the Particle Cloud to the Volume Shader (also called Volume Material) input of the the shading group. (Most other shaders connect to the Surface Shader input.)

In the table below, important attributes have their names shown in bold.

This node is MP safe

Node nameParentsClassificationMFn typeCompatible function sets
particleCloudshadingDependNodeshader/volume/particlekParticleCloudkBase
kNamedObject
kDependencyNode
kParticleCloud

Related nodes

particleTranspMapper, particleColorMapper, particleIncandMapper, particleAgeMapper, particleSamplerInfo

Attributes (80)

The following quick index only shows top-level attributes (too many attributes to show them all): blobMap (3), color (3), density, diffuseCoeff, filterRadius, glowIntensity, incandescence (3), lightDataArray (14), noise, noiseAnimRate, noiseAspect, noiseFreq, normalCamera (3), outColor (3), outGlowColor (3), outParticleEmission (3), outTransparency (3), particleEmission (3), particleOrder, particleWeight, pointObj (3), rayDepth, renderState, roundness, solidCoreSize, surfaceColor (3), surfaceShadingShadow, translucence, translucenceCoeff, transparency (3)

Long name (short name)TypeDefaultFlags
outParticleEmission (oe) float3outputconnectable
output; the light intensity received at each particle. Done before rendering started.
outParticleEmissionR (oer) float0.0outputconnectable
output; red component of the emission
outParticleEmissionG (oeg) float0.0outputconnectable
output green component of the emission
outParticleEmissionB (oeb) float0.0outputconnectable
output blue component of the emission
outColor (oi) float3outputconnectable
the final output color
outColorR (oir) float0.0outputconnectable
output red component of the source intensity
outColorG (oig) float0.0outputconnectable
output green component of the source intensity
outColorB (oib) float0.0outputconnectable
output blue component of the source intensity
outGlowColor (ogi) float3outputconnectable
the final output glow color
outGlowColorR (ogr) float0.0outputconnectable
output glow red component
outGlowColorG (ogg) float0.0outputconnectable
output glow green component
outGlowColorB (ogb) float0.0outputconnectable
output glow blue component
outTransparency (ot) float3outputconnectable
output transparency
outTransparencyR (otr) float0.0outputconnectable
outTransparency red value
outTransparencyG (otg) float0.0outputconnectable
outTransparency green value
outTransparencyB (otb) float0.0outputconnectable
outTransparency blue value
color (c) float3outputinputconnectablestorable
Color is the basic color of the particle cloud. The default color is a green-blue.
colorR (cr) float0.0outputinputconnectablestorablekeyable
color red value
colorG (cg) float0.58824outputinputconnectablestorablekeyable
color green value
colorB (cb) float0.644outputinputconnectablestorablekeyable
color blue value
transparency (t) float3outputinputconnectablestorable
Transparency controls how much you can see through the particle cloud. It is a color, so that you can control the the transparency of the red, green, and blue channels separately. To make the cloud more opaque, set transparency to be darker. To make the cloud more transparent, set transparency to be brighter.
transparencyR (tr) float0.5outputinputconnectablestorablekeyable
transparency red value
transparencyG (tg) float0.5outputinputconnectablestorablekeyable
transparency green value
transparencyB (tb) float0.5outputinputconnectablestorablekeyable
transparency blue value
incandescence (i) float3outputinputconnectablestorable
Use Incandescence to make the particle cloud brighter, as though it were a light source. By default, Incandescence is black, meaning no glow will be added.

Note that when Incandescence is turned on, although the particle cloud will glow, it will not cast light on other objects in the scene.

incandescenceR (ir) float0.0outputinputconnectablestorablekeyable
incandescence red value
incandescenceG (ig) float0.0outputinputconnectablestorablekeyable
incandescence green value
incandescenceB (ib) float0.0outputinputconnectablestorablekeyable
incandescence blue value
density (d) float1.0outputinputconnectablestorablekeyable
Density is very similar to transparency; it controls how dense the cloud of particles appears to be, and therefore how much of the background can be seen through it. Increase this value to make the cloud more dense.
glowIntensity (gi) float0.0outputinputconnectablestorablekeyable
Glow Intensity controls how much of a halo-like glow effect will be added to the particle cloud. This glow effect is added as a post-process, after the rendering is completed. Glow Intensity is zero by default, meaning that no glow is added.
noise (n) float0.75outputinputconnectablestorable
Noise controls the jitteryness within the particle cloud. If it is set to zero, the cloud will look very smooth and uniform throughout. As the amount of noise increases, the cloud will appear 'noisier', like static on a television screen.
noiseFreq (nf) float0.15outputinputconnectablestorable
Noise Frequency determines the size of the noise artifacts when Noise is turned on. Higher values of Noise Frequency produce smaller, finer artifacts, and lower values produce larger, coarser artifacts. If Noise Frequency is set to zero, that is the same as turning Noise off.
noiseAspect (na) float0.0outputinputconnectablestorable
Noise Aspect controls the distribution of the noise (when Noise is turned on). It is zero by default, meaning that the noise is equally distributed in X and Y. Positive values make the noise run perpendicular to the particle's path. Negative values make the noise run more parallel to the path.
particleWeight (w) float0.0outputinputconnectablehidden
the weight in the intensity calculation
particleEmission (e) float3outputinputconnectablehidden
particle emission
particleEmissionR (er) float0.0outputinputconnectablehidden
emission red value
particleEmissionG (eg) float0.0outputinputconnectablehidden
emission green value
particleEmissionB (eb) float0.0outputinputconnectablehidden
emission blue value
blobMap (m) float3outputinputconnectablestorable
Blob Map is a scaling factor applied to the transparency of the particle cloud. You can connect a 3d texture to it in order to give some internal texture or shape to the cloud beyond what it gets from the particles.
blobMapR (mr) float1.0outputinputconnectablestorablekeyable
blob map red value
blobMapG (mg) float1.0outputinputconnectablestorablekeyable
blob map green value
blobMapB (mb) float1.0outputinputconnectablestorablekeyable
blob map blue value
lightDataArray (ltd) lightDataNULLarrayoutputinputconnectablehidden
The array of lighting infos.
lightDirection (ld) float3outputinputconnectablehidden
The light direction.
lightDirectionX (ldx) float0.0outputinputconnectablehidden
The x component of the direction.
lightDirectionY (ldy) float0.0outputinputconnectablehidden
The y component of the direction.
lightDirectionZ (ldz) float0.0outputinputconnectablehidden
The z component of the direction.
lightIntensity (li) float3outputinputconnectablehidden
The light intensity.
lightIntensityR (lir) float1.0outputinputconnectablehidden
The red component of the intensity.
lightIntensityG (lig) float1.0outputinputconnectablehidden
The green component of the intensity.
lightIntensityB (lib) float1.0outputinputconnectablehidden
The blue component of the intensity.
lightAmbient (la) booltrueoutputinputconnectablehidden
The boolean that indicates if the light has an ambient component.
lightDiffuse (ldf) booltrueoutputinputconnectablehidden
The boolean that indicates if the light has a diffuse component.
lightSpecular (ls) boolfalseoutputinputconnectablehidden
The boolean that indicates if the light has a specular component.
lightShadowFraction (lsf) float0.0outputinputconnectablehidden
The visibility fraction to the light. value is in [0,1]
preShadowIntensity (psi) float1.0outputinputconnectablehidden
The light intensity without taking shadow into account.
lightBlindData (lbd) addr0outputinputconnectablehidden
The light's blind data.
pointObj (p) float30.0, 0.0, 0.0outputinputconnectablehidden
The current sample point relative to the particle
pointObjX (px) float0.0outputinputconnectablehidden
The x comp of the current sample position relative to the particle
pointObjY (py) float0.0outputinputconnectablehidden
The y comp of the current sample position relative to the particle
pointObjZ (pz) float0.0outputinputconnectablehidden
The z comp of the current sample position relative to the particle
normalCamera (nc) float3outputinputconnectablehidden
Normal Camera represents the surface normals in the camera's space. (These are used to calculate shading.)

To do Bump Mapping, connect the output of a bump node to this attribute.

normalCameraX (ncx) float1.0outputinputconnectablehidden
normal camera x value
normalCameraY (ncy) float1.0outputinputconnectablehidden
normal camera Y value
normalCameraZ (ncz) float1.0outputinputconnectablehidden
normal camera Z value
translucenceCoeff (tc) float0.0outputinputconnectablestorable
Translucence simulates the way light diffusely penetrates through translucent objects. This means that when light shines on one side of the object, the other side is partially illuminated. This can be used for effects such as clouds, fur, hair, marble, jade, wax, paper, leaves, etc.

If this is set to 0 (the default) then no light shows through the object. If this is set to 1, all the light shows through.

diffuseCoeff (dc) float0.0outputinputconnectablestorablekeyable
Diffuse controls how much of the light in the scene is reflected from the object. Most materials absorb some of the light falling on them, and scatter the rest. The default value is 0.0; a value of 1.0 would mean that all the light falling on the material is reflected; a value of 0.0 (the minimum) would mean that no light is reflected. The surface color will be modulated by the transparency. This value is allowed to be greater than one so that the surface property can still show up even when the material is transparent.
surfaceShadingShadow (sss) boolfalseoutputinputconnectablestorablehidden
Surface Shading Shadow determines if we want to combine the surface shading with the pre-illumination, which contains shadow if enabled.
surfaceColor (sc) float3outputinputconnectablestorable
SurfaceColor is the basic color of the particle cloud for surface propoty, which is useful in a very dense volume.
surfaceColorR (scr) float0.4outputinputconnectablestorablekeyable
color red value
surfaceColorG (scg) float0.4outputinputconnectablestorablekeyable
color green value
surfaceColorB (scb) float0.4outputinputconnectablestorablekeyable
color blue value
solidCoreSize (scs) float0.0outputinputconnectablestorable
Solid Core Size determines the size of the core, where it should be opaque.
translucence (trsl) float0.5outputinputconnectablestorable
Translucence is a scaling factor for density used only for shadow computation. The way it's used is density * (1 - translucence). The larger translucence is, the more light will penetrate.
noiseAnimRate (nanr) float0.0outputinputconnectablestorable
Noise Anim Rate is the scaling factor to control the rate of built-in noise changes during an animation.
roundness (rdns) float1.0outputinputconnectablestorable
Roundness gives the control of the noise's irregularity. The smaller the value, the less rounded the shape is.
rayDepth (rd) short0outputinputconnectablehidden
current ray depth
particleOrder (podr) integer0outputinputconnectablehidden
particle order (it was called particleId before maya v3)
filterRadius (flrs) float0.0outputinputconnectablestorable
filter radius for emission
renderState (rdst) integer0inputconnectablestorable
the flag to tell if the shading is for shadow computation.