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Documentation : Effex : Objects : Emitters : Emitter::Particle On Mesh

### Params

Node Params Constraints
Params

#### Mesh

Takes a Volume to extract the mesh from.

#### Particle Group

Link the Particle Group which should take the generated particles.

#### Particle Type

Defines the particle type to generate.
Passive
Vorticity
Liquid
Diffuse

#### Emission Settings

Link Particle Emission Settings in here that define the emission behavior.

#### Particle Properties

The emitter will attach any particle property you assign here to each generated/emitted particle.
Remember that each particle automatically gets a Position and a Velocity property attached.

#### Assign UV

Follows

#### Assign Normal

emitters_particle_mesh_grid_emitter_params_assign_normal.jpg

#### Assign Color

Follows

Params::Surface Sampling
The following settings allow to sample the surface of the linked mesh and extract several information from it that will be attached to each emitted particle. You can also sample the color of any shader sitting on the surface. The original mesh object (the c4d polygon mesh) must have a material assigned for this.

#### Material Space

Defines which material space should be used to sample the shader that is defined in the mesh material's channel (the channel to use is defined with Assign color from channel..).
2D
UV space
3D
World Space

#### Position Space

The space the position is defined in to sample the shader. It can either be in Cinema 4D unit space or the physical space of the Effex framework.
C4D World
Physical space

#### Color

Follows

#### Assign Color from Channel..

Select the material channel that contains the shader you want to sample the color from. The channel must have a channel shader assigned. If a color was successfully sampled it will be stored into the unique color property of each particle.
Off - No color sampling takes place. Any other mode - the according material channel to use. Please see the C4D documentation for more information about material channels.
Off
Color
Luminance
Transparency
Reflection
Enviroment
Bump
Normal
Specular Color
Glow
Displacement