Holds a particle configuration for [GPUParticles2D] or [GPUParticles3D] nodes.
[ParticleProcessMaterial] defines particle properties and behavior. It is used in the [code]process_material[/code] of the [GPUParticles2D] and [GPUParticles3D] nodes. Some of this material's properties are applied to each particle when emitted, while others can have a [CurveTexture] or a [GradientTexture1D] applied to vary numerical or color values over the lifetime of the particle.
Returns the maximum value range for the given parameter.
Returns the minimum value range for the given parameter.
Returns the [Texture2D] used by the specified parameter.
Returns [code]true[/code] if the specified particle flag is enabled. See [enum ParticleFlags] for options.
Sets the maximum value range for the given parameter.
Sets the minimum value range for the given parameter.
Sets the [Texture2D] for the specified [enum Parameter].
If [code]true[/code], enables the specified particle flag. See [enum ParticleFlags] for options.
Each particle's rotation will be animated along this [CurveTexture].
Maximum initial rotation applied to each particle, in degrees.
Only applied when [member particle_flag_disable_z] or [member particle_flag_rotate_y] are [code]true[/code] or the [BaseMaterial3D] being used to draw the particle is using [constant BaseMaterial3D.BILLBOARD_PARTICLES].
Minimum equivalent of [member angle_max].
Each particle's angular velocity (rotation speed) will vary along this [CurveTexture] over its lifetime.
Maximum initial angular velocity (rotation speed) applied to each particle in [i]degrees[/i] per second.
Only applied when [member particle_flag_disable_z] or [member particle_flag_rotate_y] are [code]true[/code] or the [BaseMaterial3D] being used to draw the particle is using [constant BaseMaterial3D.BILLBOARD_PARTICLES].
Minimum equivalent of [member angular_velocity_max].
Each particle's animation offset will vary along this [CurveTexture].
Maximum animation offset that corresponds to frame index in the texture. [code]0[/code] is the first frame, [code]1[/code] is the last one. See [member CanvasItemMaterial.particles_animation].
Minimum equivalent of [member anim_offset_max].
Each particle's animation speed will vary along this [CurveTexture].
Maximum particle animation speed. Animation speed of [code]1[/code] means that the particles will make full [code]0[/code] to [code]1[/code] offset cycle during lifetime, [code]2[/code] means [code]2[/code] cycles etc.
With animation speed greater than [code]1[/code], remember to enable [member CanvasItemMaterial.particles_anim_loop] property if you want the animation to repeat.
Minimum equivalent of [member anim_speed_max].
True if the interaction with particle attractors is enabled.
The particles' bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness). Only effective if [member collision_mode] is [constant COLLISION_RIGID].
The particles' friction. Values range from [code]0[/code] (frictionless) to [code]1[/code] (maximum friction). Only effective if [member collision_mode] is [constant COLLISION_RIGID].
The particles' collision mode.
[b]Note:[/b] 3D Particles can only collide with [GPUParticlesCollision3D] nodes, not [PhysicsBody3D] nodes. To make particles collide with various objects, you can add [GPUParticlesCollision3D] nodes as children of [PhysicsBody3D] nodes.
[b]Note:[/b] 2D Particles can only collide with [LightOccluder2D] nodes, not [PhysicsBody2D] nodes.
Should collision take scale into account.
Each particle's initial color. If the [GPUParticles2D]'s [code]texture[/code] is defined, it will be multiplied by this color.
[b]Note:[/b] [member color] multiplies the particle mesh's vertex colors. To have a visible effect on a [BaseMaterial3D], [member BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function. Otherwise, [member color] will have no visible effect.
Each particle's initial color will vary along this [GradientTexture1D] (multiplied with [member color]).
[b]Note:[/b] [member color_initial_ramp] multiplies the particle mesh's vertex colors. To have a visible effect on a [BaseMaterial3D], [member BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function. Otherwise, [member color_initial_ramp] will have no visible effect.
Each particle's color will vary along this [GradientTexture1D] over its lifetime (multiplied with [member color]).
[b]Note:[/b] [member color_ramp] multiplies the particle mesh's vertex colors. To have a visible effect on a [BaseMaterial3D], [member BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function. Otherwise, [member color_ramp] will have no visible effect.
Damping will vary along this [CurveTexture].
The maximum rate at which particles lose velocity. For example value of [code]100[/code] means that the particle will go from [code]100[/code] velocity to [code]0[/code] in [code]1[/code] second.
Minimum equivalent of [member damping_max].
Unit vector specifying the particles' emission direction.
The box's extents if [code]emission_shape[/code] is set to [constant EMISSION_SHAPE_BOX].
Particle color will be modulated by color determined by sampling this texture at the same point as the [member emission_point_texture].
[b]Note:[/b] [member emission_color_texture] multiplies the particle mesh's vertex colors. To have a visible effect on a [BaseMaterial3D], [member BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function. Otherwise, [member emission_color_texture] will have no visible effect.
Particle velocity and rotation will be set by sampling this texture at the same point as the [member emission_point_texture]. Used only in [constant EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from mesh or node by selecting "Create Emission Points from Mesh/Node" under the "Particles" tool in the toolbar.
The number of emission points if [code]emission_shape[/code] is set to [constant EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS].
Particles will be emitted at positions determined by sampling this texture at a random position. Used with [constant EMISSION_SHAPE_POINTS] and [constant EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from mesh or node by selecting "Create Emission Points from Mesh/Node" under the "Particles" tool in the toolbar.
The axis of the ring when using the emitter [constant EMISSION_SHAPE_RING].
The height of the ring when using the emitter [constant EMISSION_SHAPE_RING].
The inner radius of the ring when using the emitter [constant EMISSION_SHAPE_RING].
The radius of the ring when using the emitter [constant EMISSION_SHAPE_RING].
Particles will be emitted inside this region. Use [enum EmissionShape] constants for values.
The sphere's radius if [code]emission_shape[/code] is set to [constant EMISSION_SHAPE_SPHERE].
Amount of [member spread] along the Y axis.
Gravity applied to every particle.
Each particle's hue will vary along this [CurveTexture].
Maximum initial hue variation applied to each particle. It will shift the particle color's hue.
Minimum equivalent of [member hue_variation_max].
Maximum initial velocity magnitude for each particle. Direction comes from [member direction] and [member spread].
Minimum equivalent of [member initial_velocity_max].
Particle lifetime randomness ratio. The equation for the lifetime of a particle is [code]lifetime * (1.0 - randf() * lifetime_randomness)[/code]. For example, a [member lifetime_randomness] of [code]0.4[/code] scales the lifetime between [code]0.6[/code] to [code]1.0[/code] of its original value.
Each particle's linear acceleration will vary along this [CurveTexture].
Maximum linear acceleration applied to each particle in the direction of motion.
Minimum equivalent of [member linear_accel_max].
Each particle's orbital velocity will vary along this [CurveTexture].
Maximum orbital velocity applied to each particle. Makes the particles circle around origin. Specified in number of full rotations around origin per second.
Only available when [member particle_flag_disable_z] is [code]true[/code].
Minimum equivalent of [member orbit_velocity_max].
Align Y axis of particle with the direction of its velocity.
If [code]true[/code], particles will not move on the z axis.
If [code]true[/code], particles rotate around Y axis by [member angle_min].
Each particle's radial acceleration will vary along this [CurveTexture].
Maximum radial acceleration applied to each particle. Makes particle accelerate away from the origin or towards it if negative.
Minimum equivalent of [member radial_accel_max].
Each particle's scale will vary along this [CurveTexture]. If a [CurveXYZTexture] is supplied instead, the scale will be separated per-axis.
Maximum initial scale applied to each particle.
Minimum equivalent of [member scale_max].
Each particle's initial direction range from [code]+spread[/code] to [code]-spread[/code] degrees.
Sub particle amount on collision.
Maximum amount set in the sub particles emitter.
Each particle's tangential acceleration will vary along this [CurveTexture].
Maximum tangential acceleration applied to each particle. Tangential acceleration is perpendicular to the particle's velocity giving the particles a swirling motion.
Minimum equivalent of [member tangential_accel_max].
If [code]true[/code], enables turbulence for the particle system. Turbulence can be used to vary particle movement according to its position (based on a 3D noise pattern). In 3D, [GPUParticlesAttractorVectorField3D] with [NoiseTexture3D] can be used as an alternative to turbulence that works in world space and with multiple particle systems reacting in the same way.
[b]Note:[/b] Enabling turbulence has a high performance cost on the GPU. Only enable turbulence on a few particle systems at once at most, and consider disabling it when targeting mobile/web platforms.
Maximum turbulence influence on each particle.
The actual amount of turbulence influence on each particle is calculated as a random value between [member turbulence_influence_min] and [member turbulence_influence_max] and multiplied by the amount of turbulence influence from [member turbulence_influence_over_life].
Minimum turbulence influence on each particle.
The actual amount of turbulence influence on each particle is calculated as a random value between [member turbulence_influence_min] and [member turbulence_influence_max] and multiplied by the amount of turbulence influence from [member turbulence_influence_over_life].
Each particle's amount of turbulence will be influenced along this [CurveTexture] over its life time.
Maximum displacement of each particle's spawn position by the turbulence.
The actual amount of displacement will be a factor of the underlying turbulence multiplied by a random value between [member turbulence_initial_displacement_min] and [member turbulence_initial_displacement_max].
Minimum displacement of each particle's spawn position by the turbulence.
The actual amount of displacement will be a factor of the underlying turbulence multiplied by a random value between [member turbulence_initial_displacement_min] and [member turbulence_initial_displacement_max].
This value controls the overall scale/frequency of the turbulence noise pattern.
A small scale will result in smaller features with more detail while a high scale will result in smoother noise with larger features.
A scrolling velocity for the turbulence field. This sets a directional trend for the pattern to move in over time.
The default value of [code]Vector3(0, 0, 0)[/code] turns off the scrolling.
The in-place rate of change of the turbulence field. This defines how quickly the noise pattern varies over time.
A value of 0.0 will result in a fixed pattern.
The turbulence noise strength. Increasing this will result in a stronger, more contrasting, flow pattern.
Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set initial velocity properties.
Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set angular velocity properties.
Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set orbital velocity properties.
Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set linear acceleration properties.
Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set radial acceleration properties.
Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set tangential acceleration properties.
Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set damping properties.
Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set angle properties.
Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set scale properties.
Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set hue variation properties.
Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set animation speed properties.
Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set animation offset properties.
Represents the size of the [enum Parameter] enum.
Use with [method set_particle_flag] to set [member particle_flag_align_y].
Use with [method set_particle_flag] to set [member particle_flag_rotate_y].
Use with [method set_particle_flag] to set [member particle_flag_disable_z].
Represents the size of the [enum ParticleFlags] enum.
All particles will be emitted from a single point.
Particles will be emitted in the volume of a sphere.
Particles will be emitted on the surface of a sphere.
Particles will be emitted in the volume of a box.
Particles will be emitted at a position determined by sampling a random point on the [member emission_point_texture]. Particle color will be modulated by [member emission_color_texture].
Particles will be emitted at a position determined by sampling a random point on the [member emission_point_texture]. Particle velocity and rotation will be set based on [member emission_normal_texture]. Particle color will be modulated by [member emission_color_texture].
Particles will be emitted in a ring or cylinder.
Represents the size of the [enum EmissionShape] enum.
Use with [method set_param_min] and [method set_param_max] to set the turbulence minimum und maximum influence on each particles velocity.
Use with [method set_param_min] and [method set_param_max] to set the turbulence minimum and maximum displacement of the particles spawn position.
Use with [method set_param_texture] to set the turbulence influence over the particles life time.
Represents the size of the [enum SubEmitterMode] enum.
No collision for particles. Particles will go through [GPUParticlesCollision3D] nodes.
[RigidBody3D]-style collision for particles using [GPUParticlesCollision3D] nodes.
Hide particles instantly when colliding with a [GPUParticlesCollision3D] node. This can be combined with a subemitter that uses the [constant COLLISION_RIGID] collision mode to "replace" the parent particle with the subemitter on impact.
Represents the size of the [enum CollisionMode] enum.