xpSpriteControl
xpSpriteControl lets you change which object is generated by an X-Particles Sprite object and which material the sprites use.
Object Properties
Section titled “Object Properties”
xpSpriteControl Object tab menu.
Enabled
Section titled “Enabled”Checking this box activates xpSpriteControl.
Set at Independent, by default.
You can change this to Action-Controlled.
Independent Mode
Section titled “Independent Mode”In this mode, particles will be affected if they come into the field of effect of the modifier.
Action-Controlled Mode
Section titled “Action-Controlled Mode”When in the Action-Controlled Mode setting, the modifier will only act on a particle when told to do so by an action.
Generate Sprite
Section titled “Generate Sprite”Enabled by default; if this is disabled, the xpSprite object will not generate an object for the particle.
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This image shows the xpSprite generator generating Pyramid sprites. xpSpriteControl is disabled here.
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In this second image, xpSpriteControl is enabled, so when the particle sprites enter the xpSpriteControl field, they are no longer generated.
Change Sprite, Sprite Type
Section titled “Change Sprite, Sprite Type”If Change Sprite is enabled, you can use the Sprite Type drop-down to select which object is generated by the xpSprite object.
For example, you could use this to change Spheres to lights.
If you do this, be sure to set up the parameters of the new type of sprite in the xpSprite object before using the modifier.
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Here, sprites are being generated as Pyramids then, on entering the xpSpriteControl field, with Change Sprite enabled, they each become a Cube, as directed by the Sprite Type setting.
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In this image, Sprite Type has been changed to Cross so, on entering the xpSpriteControl field, the sprites change, as directed.
Change Material, Material Index
Section titled “Change Material, Material Index”If Change Material is enabled, you can use the Material Index field to select which material is applied to objects generated by the xpSprite object.
The index refers to the material list in the Textures tab of the xpSprite object.
You must ensure that the index refers to a valid material.
For example, if you specify a Material Index of 2, and there is only one material in the materials list of the xpSprite object, no material will be applied to the sprite.
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The User Interface (UI) for the xpSprite generator, with two materials linked in the Texture List.
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In this scene, Change Material is enabled, with the Material Index set to 2. With Sprite Type set to Cube, when the particles enter the field for the xpSpriteControl, they change and their material switches to the second material from the xpSprite generator’s Texture List (in the UI, to the left).
Groups Affected tab
Section titled “Groups Affected tab”Groups
Section titled “Groups”To specify the group, drag and drop the desired Group object into this field.
This setting is useful if you want to ensure that the spawned particles are, or are not, affected by xpSpriteControl.
Mapping tab
Section titled “Mapping tab”The modifier’s settings can be mapped to particle data.
Use the dedicated manual page, below, for instructions on how this works.
Fields tab
Section titled “Fields tab”You can use the Fields options to control where xpSpriteControl operates.
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