--- title: "PBlurp" url: "https://help.maxon.net/c4d/en-us/Content/html/OP_BLURP.html" section_path: "Thinking Particles > Nodes > TP Generator Group > PBlurp" element_id: "OP_BLURP" description: "This page documents the PBlurp node of Thinking Particles in Cinema 4D. It fragments an object, sends the pieces along a path and reassembles them into a …" --- # PBlurp > **Note:** **What is it about?** > > This page documents the **PBlurp node** of Thinking Particles in **Cinema 4D**. It fragments an object, sends the pieces along a path and reassembles them into a different target object — the classic particle morph between two shapes. ![Image: 002705.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/002705.jpg)\ The PBlurp node can morph one shape into another. This node breaks up an object into fragments, moves the fragments along a path, then reassembles (morphs) them to form a completely new object (the target object). For example, you can morph the 3D text **Thinking** into **Particles**. # Using the PBlurb node To morph one object into another using the PBlurb node: - Drag-and-drop two objects into the PBlurb node's Objects list in the **Attribute Manager**. For both these objects, set Remaining Type to Hollow. In most cases, you should hide these objects. - Create a TP Geometry (Simulate / Thinking Particles / TP Geometry). - Animate the PBlurb node's Animation Phase parameter. For example, at frame 0, record an Animation Phase value of 0%, and at frame **60**, record an Animation Phase value of 100%. # Restricting materials to invisible selections The PBlurb node automatically creates invisible selections for the fragments and parts left behind. You can restrict textures to these selections to apply different materials to the corresponding parts. To do this, select a Material tag and in the **Attribute Manager**, type the name of the desired invisible selection into the Selection box. Note that the names of these invisible selections (listed below) are case-sensitive. For example, if the texture should be applied to the edges of fragments, type FEDGE into the Material tag's Selection box. ## FEDGE The edges of fragments. ## FBACK The backfaces of fragments. ## FREDGE The edges of the remaining parts of the object. ## FRBACK The surfaces that are underneath the fragments. If Remaining Type is set to Solid, these surfaces will become visible. If Remaining Type is set to Hollow, these surfaces form the insides of the object that is left behind.