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Fuse Particle System

The source of our particle system(PS) in Fuse is the StructuredBufferResource. It allows us to define the amount of particles we want and the name/id of the particle system. To define the name we need to R+Click node -> Configure -> Show Name.

To be able to draw the PS in VL.Stride we need to connect the StructuredBufferResource into a BufferToRenderEntity or BufferToEntity

BufferToRenderEntity is a low level rendering node, which is being drawn with shaders(Like MeshRenderer). No lighting and no material pipeline. BufferToEntity is using the material pipeline - PBR materials and lighting.


Emission Stage defines how are you creating you particles which have a lifetime. How and where particles are born. Attributes you want to set at birth. Like settings the lifetime of particles.

Simulation Stage what you want to do with the created particles. What effects and forces do you want to apply, how do you want to affect the particles.

Integration(one step of the simulation) is where we place everything that affects the particles like forces, collisions

PostIntregation more deterministic things that maybe aren't part of the integration stuff.

In Fuse we have different stages to define the behavior of the particles.

To draw the Particle System in VL.Stride we need to connect the StructuredBufferResource into a BufferToRenderEntity. This allows us to connect it to the RootScene later.

If you want a static particle system, where the particles don't move around and the single particle doesn't have any lifetime to them we can use the Compute Stage. We would use that for example for static Point Cloud Scenes

To be able to connect our StructuredBufferResource with the ComputeStage we need

Emission Stage

In the Emission Stage we can define all the settings how the particles get emitted.

To define if we want to emit a fixed amount of particles every frame we can use AmountEmitter node. If we wan't a more probabilistic behavior we use ProgabilityEmitter and define the probability

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