Overview
Draws an FX particle simulation into an image. This is the first point in an FX lane where a visible image appears, and it also controls particle appearance, including color, stamp shape, and size.
Usage tips
- The output image is still raw. The standard flow is to finish it for pixel art
downstream with
palette_quantizeandpixel_cleanup. - Replace the shape of each particle with
stamp—for example, turn a spark into a star or smoke into a puff. Only the stamp's alpha is used; its color comes from interpolation betweencolor_startandcolor_end. - Note the distinction between
image(one current frame) andspritesheet(a raw preview).fx_bake_spritesheetcreates the final sheet.
Related nodes
palette_quantize/pixel_cleanup— the go-to downstream finishing nodesfx_bake_spritesheet— performs the final bakefx_emitter_2d/fx_force— upstream nodesoutline— adds a finishing outline
Read this first
- Fx Rasterize is the first node that outputs an image.
imagecontains only the current frame.spritesheetis a raw animation preview at this point in the graph.- Connect
stampto use an image for particle appearance. - The standard P11 FX workflow converts the state to an image here, then sends it
through:
- Palette Quantize
- Pixel Cleanup
- Outline
The role of stamp
stampis the image that defines the appearance of each particle.- The image's RGB is ignored; its alpha/silhouette is used.
- The actual color is tinted with the interpolated
color_start -> color_endcolor. size_scaleandFxEmitter2D.size_min / size_maxcontrol the stamp size.
In short:
- To define emission positions with an image:
FxEmitter2D.mask
- To define the appearance of each particle with an image:
FxRasterize.stamp
Differences between image and spritesheet
image- Contains only the frame currently being viewed.
- Changing Preview Frame switches this single image.
- Connecting it directly to Preview shows only the selected frame.
spritesheet- Is a raw sprite sheet collected by evaluating Fx Rasterize once per frame.
- The Inspector uses it for animation playback.
- It still shows the appearance at the Fx Rasterize stage.
This node therefore does not send every frame through a single wire. Instead:
imagereturns one current frame, whilespritesheetreturns the result collected by the backend after reevaluating every frame in sequence.
How to think about finishing nodes
FxRasterize -> Outline -> Preview- Preview shows one current frame with an outline.
FxRasterize -> Outline -> FxBakeSpriteSheet- Every frame receives the outline before being packed into a sprite sheet.
The natural distinction is:
FxRasterize.spritesheet- for reviewing the raw FX animation
FxBakeSpriteSheet- for producing the final sprite sheet with finishing included
Choosing a render mode
pixel- Produces the sharpest result.
- Draws square pixels.
- Increasing
size_scalecreates 2x2 or 3x3 blocks instead of single pixels. - Best for sparks and splashes.
blob- Best for fire and smoke.
- Uses
size_scaleandsoftness.
trail- Creates a trailing appearance.
- Uses
size_scale,softness, andtrail_length. - Best for trajectory-like FX.
Larger softness values produce a wider, softer edge fade. trail_length
multiplies the one-frame motion segment, so increasing it extends the trail
farther backward in space.
Basic lane
FxDomain2D
-> FxEmitter2D
-> FxForce
-> FxRasterize
-> PaletteQuantize
-> PixelCleanup
-> Preview
Example
Flame-like settings
render_mode = blobcolor_start = yellowcolor_end = transparent redsize_scale = 1.2softness = 1.4
Spark-like settings
render_mode = pixelcolor_start = whitecolor_end = transparent yellowsize_scale = 1.0
Understanding size controls
FxEmitter2D.size_min / size_max- Base size for each particle
FxRasterize.size_scale- Multiplier applied to all those base sizes
For example:
size_min = size_max = 1,size_scale = 1- Approximately one pixel in
pixelmode
- Approximately one pixel in
size_min = size_max = 2,size_scale = 1- Approximately a 2x2 block in
pixelmode
- Approximately a 2x2 block in
size_min = size_max = 1,size_scale = 3- Approximately a 3x3 block in
pixelmode
- Approximately a 3x3 block in
Notes
preview_frameis zero-based.- The Inspector updates the
preview_framemaximum to the connected FXframe_count - 1. - Connected inputs take priority over
color_start/color_end. - For small pixel art, start with
pixelorblobplus a small size. FxRasterize.spritesheetis a raw preview, so it does not include the result of downstream Palette Quantize or Outline nodes.- Use Fx Bake SpriteSheet to combine every fully finished frame into one image.
Appearance when using stamp
render_mode = pixel- Places one copy of the stamp for each particle.
render_mode = blob- Places one stamp per particle instead of drawing a blob.
render_mode = trail- Places copies of the stamp along the direction of travel to form a trail.
In this case:
softness- Is not used.
trail_length- Controls how far the trail extends in
trailmode; stamps are placed along that extended path.
- Controls how far the trail extends in
Example: using a droplet stamp
Small white silhouette image
-> FxRasterize.stamp
Example settings:
render_mode = pixelsize_scale = 2color_start = light bluecolor_end = transparent blue
Each particle is drawn as an enlarged droplet stamp instead of a plain square pixel.