This is a simple example of using the default Particle System graph.
Click on the image to install the sample.
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After installing the package, the scene contains a Particle System Instance. This instance is set to use the Particle Graph /#Module/Graphs/ParticleSystem. The graph specifies how and when particles will spawn, their invidual materials, and other properties that could be changed during their life.

The functionality is acheived using the SourceParticles operator. This operator is responsible for spawning the particles, setting their initial values and killing them. The particle graph contains the Particle sample material. It sets a specific texture on the material (Particle.png). The material is then set as the default material for the particles. Note that any particle operator can modify the material on invidual particles. The size emitter is then set as a Sphere (Geometrical Primitive operator), whoes center is set from the GUI slider, ParticleSizeSlider. The sphere has a constant size of 0.02. This chooses a random positition inside the sphere, and uses this value for the currently spawning particle. This same applies to the velocity emmiter, which takes its values from the GUI Velocity slider. There is a final emitter, set as a fixed point. You can easily extend the particle system by adding particle operators, and connecting the particles, from the SourceParticles operator. Below is an example showing one way to extend the particle system.

An interesting thing to try would be changing the material when entering another geometric primitive.