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.
The movement speed of the turbulence pattern. This changes how quickly the noise changes over time.
A value of [code]Vector3(0.0, 0.0, 0.0)[/code] will freeze the turbulence pattern in place.
Use to influence the noise speed in a random pattern. This helps break up visible movement patterns.
The turbulence noise strength. Increasing this will result in a stronger, more contrasting noise 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.