Particle properties for [GPUParticles3D] and [GPUParticles2D] nodes. ParticleProcessMaterial defines particle properties and behavior. It is used in the [code]process_material[/code] of [GPUParticles3D] and [GPUParticles2D] emitter nodes. Some of this material's properties are applied to each particle when emitted, while others can have a [CurveTexture] applied to vary values over the lifetime of the particle. Particle animation is available only in [GPUParticles2D]. To use it, attach a [CanvasItemMaterial], with [member CanvasItemMaterial.particles_animation] enabled, to the particles node. 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 lifetime will be multiplied by a value interpolated between [code]1.0[/code] and a random number less than one. For example a random ratio of [code]0.4[/code] would scale the original lifetime between [code]0.4-1.0[/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.