A CPU-based 3D particle emitter.
CPU-based 3D particle node used to create a variety of particle systems and effects.
See also [GPUParticles3D], which provides the same functionality with hardware acceleration, but may not run on older devices.
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Sets this node's properties to match a given [GPUParticles3D] node with an assigned [ParticleProcessMaterial].
Returns the [Curve] of the parameter specified by [enum Parameter].
Returns the maximum value range for the given parameter.
Returns the minimum value range for the given parameter.
Returns the enabled state of the given particle flag (see [enum ParticleFlags] for options).
Restarts the particle emitter.
Sets the [Curve] of the parameter specified by [enum Parameter].
Sets the maximum value for the given parameter.
Sets the minimum value for the given parameter.
Enables or disables the given particle flag (see [enum ParticleFlags] for options).
Number of particles emitted in one emission cycle.
Each particle's rotation will be animated along this [Curve].
Maximum angle.
Minimum angle.
Each particle's angular velocity (rotation speed) will vary along this [Curve] over its lifetime.
Maximum initial angular velocity (rotation speed) applied to each particle in [i]degrees[/i] per second.
Minimum initial angular velocity (rotation speed) applied to each particle in [i]degrees[/i] per second.
Each particle's animation offset will vary along this [Curve].
Maximum animation offset.
Minimum animation offset.
Each particle's animation speed will vary along this [Curve].
Maximum particle animation speed.
Minimum particle animation speed.
Each particle's initial 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 [Curve].
Maximum damping.
Minimum damping.
Unit vector specifying the particles' emission direction.
Particle draw order. Uses [enum DrawOrder] values.
The rectangle's extents if [member emission_shape] is set to [constant EMISSION_SHAPE_BOX].
Sets the [Color]s to modulate particles by when using [constant EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS].
[b]Note:[/b] [member emission_colors] 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_colors] will have no visible effect.
Sets the direction the particles will be emitted in when using [constant EMISSION_SHAPE_DIRECTED_POINTS].
Sets the initial positions to spawn particles when using [constant EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS].
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. See [enum EmissionShape] for possible values.
The sphere's radius if [enum EmissionShape] is set to [constant EMISSION_SHAPE_SPHERE].
If [code]true[/code], particles are being emitted. [member emitting] can be used to start and stop particles from emitting. However, if [member one_shot] is [code]true[/code] setting [member emitting] to [code]true[/code] will not restart the emission cycle until after all active particles finish processing. You can use the [signal finished] signal to be notified once all active particles finish processing.
How rapidly particles in an emission cycle are emitted. If greater than [code]0[/code], there will be a gap in emissions before the next cycle begins.
The particle system's frame rate is fixed to a value. For example, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the particle system itself.
Amount of [member spread] in Y/Z plane. A value of [code]1[/code] restricts particles to X/Z plane.
If [code]true[/code], results in fractional delta calculation which has a smoother particles display effect.
Gravity applied to every particle.
Each particle's hue will vary along this [Curve].
Maximum hue variation.
Minimum hue variation.
Maximum value of the initial velocity.
Minimum value of the initial velocity.
Amount of time each particle will exist.
Particle lifetime randomness ratio.
Each particle's linear acceleration will vary along this [Curve].
Maximum linear acceleration.
Minimum linear acceleration.
If [code]true[/code], particles use the parent node's coordinate space (known as local coordinates). This will cause particles to move and rotate along the [CPUParticles3D] node (and its parents) when it is moved or rotated. If [code]false[/code], particles use global coordinates; they will not move or rotate along the [CPUParticles3D] node (and its parents) when it is moved or rotated.
The [Mesh] used for each particle. If [code]null[/code], particles will be spheres.
If [code]true[/code], only one emission cycle occurs. If set [code]true[/code] during a cycle, emission will stop at the cycle's end.
Each particle's orbital velocity will vary along this [Curve].
Maximum orbit velocity.
Minimum orbit velocity.
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].
Particle system starts as if it had already run for this many seconds.
Each particle's radial acceleration will vary along this [Curve].
Maximum radial acceleration.
Minimum radial acceleration.
Emission lifetime randomness ratio.
Each particle's scale will vary along this [Curve].
Maximum scale.
Minimum scale.
Curve for the scale over life, along the x axis.
Curve for the scale over life, along the y axis.
Curve for the scale over life, along the z axis.
Particle system's running speed scaling ratio. A value of [code]0[/code] can be used to pause the particles.
If set to [code]true[/code], three different scale curves can be specified, one per scale axis.
Each particle's initial direction range from [code]+spread[/code] to [code]-spread[/code] degrees. Applied to X/Z plane and Y/Z planes.
Each particle's tangential acceleration will vary along this [Curve].
Maximum tangent acceleration.
Minimum tangent acceleration.
Emitted when all active particles have finished processing. When [member one_shot] is disabled, particles will process continuously, so this is never emitted.
Particles are drawn in the order emitted.
Particles are drawn in order of remaining lifetime. In other words, the particle with the highest lifetime is drawn at the front.
Particles are drawn in order of depth.
Use with [method set_param_min], [method set_param_max], and [method set_param_curve] to set initial velocity properties.
Use with [method set_param_min], [method set_param_max], and [method set_param_curve] to set angular velocity properties.
Use with [method set_param_min], [method set_param_max], and [method set_param_curve] to set orbital velocity properties.
Use with [method set_param_min], [method set_param_max], and [method set_param_curve] to set linear acceleration properties.
Use with [method set_param_min], [method set_param_max], and [method set_param_curve] to set radial acceleration properties.
Use with [method set_param_min], [method set_param_max], and [method set_param_curve] to set tangential acceleration properties.
Use with [method set_param_min], [method set_param_max], and [method set_param_curve] to set damping properties.
Use with [method set_param_min], [method set_param_max], and [method set_param_curve] to set angle properties.
Use with [method set_param_min], [method set_param_max], and [method set_param_curve] to set scale properties.
Use with [method set_param_min], [method set_param_max], and [method set_param_curve] to set hue variation properties.
Use with [method set_param_min], [method set_param_max], and [method set_param_curve] to set animation speed properties.
Use with [method set_param_min], [method set_param_max], and [method set_param_curve] 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 chosen randomly among [member emission_points]. Particle color will be modulated by [member emission_colors].
Particles will be emitted at a position chosen randomly among [member emission_points]. Particle velocity and rotation will be set based on [member emission_normals]. Particle color will be modulated by [member emission_colors].
Particles will be emitted in a ring or cylinder.
Represents the size of the [enum EmissionShape] enum.