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Particle Canvas ​

The FX workspace is Opal's particle-effect baker. It turns an emitter chain into a reusable .pfx library asset you trigger from Flow Spawn VFX, a Particle Emitter component, or a motion marker.

It is intentionally different from the built-in one-shot presets:

Workspace / toolBest forOutput
FXAuthor a custom look: spawn volume, motion, colour, size, sprites.pfx library assets
Spawn VFX (Flow)One-shot bursts during gameplayRuntime playback
Particle EmitterA looping effect attached to an objectRuntime playback
Motion markersTimed bursts on a clipvfx: at marker time

Important: Particle Canvas bakes assets. It does not bind the result onto the selected scene object, and the canvas never runs in the player. After saving a .pfx, pick it on Spawn VFX, on a Particle Emitter, or from the asset library.

When To Use It ​

Use FX when a built-in name (sparkle, smoke, fire, …) is not the look you want.

Start from a presetIn the left Effects dock (or the board right-click menu) pick + Sparkle, + Smoke, + Fire, + Magic, + Muzzle, + Explosion, or + Confetti, then tweak nodes and Save.
Build a chainEmitter → Shape → Motion → Lifetime → Force → Color → Size → Render → Save.
Layer emittersWire two or more chains into Combine, then Save one effect.
Sprite particlesOn Render, pick a sprite asset. A leaf, spark, or pixel from Pixel Studio reads as a custom particle.

Open The Workspace ​

  1. Open a project in the editor.
  2. Click Create ▾ → FX in the top bar.
  3. Pick a starter under Effects, right-click the board to add a node, drop a sprite onto the board, or open an existing .pfx from Assets (Open in Particle Canvas).

The left dock lists saved effects and starters. The right dock is a live preview sandbox — it is not the scene. Turn on Gizmos to edit spawn volume, motion cone, size, and gravity on the stage (select the matching node first). Trails follows a handful of particles so motion is easier to read.

The graph is saved on the project, so the board is still there when you return. Ctrl/Cmd+Z in FX rewinds the graph, not the scene. The Save card shows a peak / timespan estimate of the incoming plan.

Core Nodes ​

Wires carry one type: the particle system. Source and modifiers evaluate to a plan; Save bakes that plan.

NodeRole
EmitterHow particles spawn — burst, rate per second, emitter duration, max count, seed
ShapeWhere they appear — point, circle, cone, or box
MotionLaunch speed range and spread
LifetimeHow long each particle lives
ForceGravity, friction, and turbulence
ColorColour over life (a ramp of stops)
SizeSize range and over-life curve
SpinHow fast particles rotate
RenderHow particles draw — circle, star, rect, or a sprite; normal or additive; optional tint
CombineMerge up to four emitter chains into one effect
SaveBake the incoming plan to a .pfx in the library

A typical chain:

text
Emitter -> Shape -> Motion -> Lifetime -> Color -> Size -> Render -> Save

Preview and bake share the same plan, so what you see is what Save writes.

Use A Baked Effect ​

After Save:

WhereHow
Spawn VFXOne-shot burst from Object Flow or Scene Flow — pick the .pfx (or a built-in name)
Particle EmitterLooping / follow FX on an object — the component field accepts a .pfx or a built-in name
Motion markervfx: on a clip, same as other marker actions
Asset libraryDrag or assign like any other asset

Keep one-shots on Spawn VFX and loops on Particle Emitter. If every action fires a large custom burst, important feedback gets harder to see.

See Audio and VFX for combining a burst with Play Audio and camera shake.