Yotsuba Games

Fx Rasterize

Rasterizes FxState2D into the current frame image and exposes a raw animated spritesheet preview.

advanced
Since P00

Input Ports

FX

FX state to render

FxState2D
Color Start

Override for the initial particle color

Color
Color End

Override for the later particle color

Color
Background

Override for the background color

Color
Particle Stamp

Optional image used as the appearance of one particle

Image

Output Ports

Image

Image containing only the current rendered frame

Image
Spritesheet

Spritesheet for playback containing all raw rasterized frames at this node

SpriteSheet
Frame Count

Total frame count received from the FX state

Int
FPS

Playback FPS received from the FX state

Int
Columns

Column count used in the raw spritesheet preview

Int
Rows

Row count used in the raw spritesheet preview

Int
Frame Width

Frame width inside the raw spritesheet preview

Int
Frame Height

Frame height inside the raw spritesheet preview

Int
Fill Order

Fill order used by the raw spritesheet preview

Text
Active Particles

Number of particles alive in that frame

Int
Frame

Frame number actually rendered

Int
Summary

Short description of the render result

Text

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.

Fx Rasterize — PixPipeline Node Reference