This technique works just fine with Points, but I wanted you to be able to see the effect of the rotation controls: Blobs are usually circular, but you can see here that many of them have been rotated on the Y axis, presenting their edges to the camera. In this image, the particle Style is set to Blob, and I have increased the Size so that you can see them in the viewport. Animate the Number control so that 10 particles spawn on frame 0, and no more are created. Set the pEmitter node's Region to Sphere, and increase the size in order to fill the screen with particles. Here you can see a simple particle set-up that I've created for this tutorial: A simple particle system. Fusion can do the same thing, although its tool set for directing the particles is more limited than what you would find in Maya or 3DS Max. A common technique in 3d software is to attach instanced geometry to particles and use the simulation engine to create procedural motion. Their utility doesn't stop there, though. They are a fantastic tool to create things like smoke, sparks, and magic. One of my favorite things to experiment with in Fusion is its particle system.
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