Fx Rasterize
Rasterizes FxState2D into the current frame image and exposes a raw animated spritesheet preview.
Input Ports
FX state to render
Override for the initial particle color
Override for the later particle color
Override for the background color
Optional image used as the appearance of one particle
Output Ports
Image containing only the current rendered frame
Spritesheet for playback containing all raw rasterized frames at this node
Total frame count received from the FX state
Playback FPS received from the FX state
Column count used in the raw spritesheet preview
Row count used in the raw spritesheet preview
Frame width inside the raw spritesheet preview
Frame height inside the raw spritesheet preview
Fill order used by the raw spritesheet preview
Number of particles alive in that frame
Frame number actually rendered
Short description of the render result
Overview
Rasterizes FxState2D into the current frame image and exposes a raw animated spritesheet preview.
Inputs and Outputs
Input Ports
- FX
FxState2D: FX state to render - Color Start
Color: Override for the initial particle color - Color End
Color: Override for the later particle color - Background
Color: Override for the background color - Particle Stamp
Image: Optional image used as the appearance of one particle
Output Ports
- Image
Image: Image containing only the current rendered frame - Spritesheet
SpriteSheet: Spritesheet for playback containing all raw rasterized frames at this node - Frame Count
Int: Total frame count received from the FX state - FPS
Int: Playback FPS received from the FX state - Columns
Int: Column count used in the raw spritesheet preview - Rows
Int: Row count used in the raw spritesheet preview - Frame Width
Int: Frame width inside the raw spritesheet preview - Frame Height
Int: Frame height inside the raw spritesheet preview - Fill Order
Text: Fill order used by the raw spritesheet preview - Active Particles
Int: Number of particles alive in that frame - Frame
Int: Frame number actually rendered - Summary
Text: Short description of the render result
When to Use
Use Fx Rasterize when you need this operation to remain explicit, reusable, and easy to tune inside a PixPipeline node graph.
Notes
Connect compatible data types and preview the result while tuning this node. Parameter names and port names follow the PixPipeline UI.