ParticleProcessMaterial

Inherits:Material<Resource<RefCounted<Object

Holds a particle configuration forGPUParticles2D orGPUParticles3D nodes.

Description

ParticleProcessMaterial defines particle properties and behavior. It is used in theprocess_material of theGPUParticles2D andGPUParticles3D nodes. Some of this material's properties are applied to each particle when emitted, while others can have aCurveTexture or aGradientTexture1D applied to vary numerical or color values over the lifetime of the particle.

Properties

Texture2D

alpha_curve

Texture2D

angle_curve

float

angle_max

0.0

float

angle_min

0.0

Texture2D

angular_velocity_curve

float

angular_velocity_max

0.0

float

angular_velocity_min

0.0

Texture2D

anim_offset_curve

float

anim_offset_max

0.0

float

anim_offset_min

0.0

Texture2D

anim_speed_curve

float

anim_speed_max

0.0

float

anim_speed_min

0.0

bool

attractor_interaction_enabled

true

float

collision_bounce

float

collision_friction

CollisionMode

collision_mode

0

bool

collision_use_scale

false

Color

color

Color(1,1,1,1)

Texture2D

color_initial_ramp

Texture2D

color_ramp

Texture2D

damping_curve

float

damping_max

0.0

float

damping_min

0.0

Vector3

direction

Vector3(1,0,0)

Texture2D

directional_velocity_curve

float

directional_velocity_max

float

directional_velocity_min

Vector3

emission_box_extents

Texture2D

emission_color_texture

Texture2D

emission_curve

Texture2D

emission_normal_texture

int

emission_point_count

Texture2D

emission_point_texture

Vector3

emission_ring_axis

float

emission_ring_cone_angle

float

emission_ring_height

float

emission_ring_inner_radius

float

emission_ring_radius

EmissionShape

emission_shape

0

Vector3

emission_shape_offset

Vector3(0,0,0)

Vector3

emission_shape_scale

Vector3(1,1,1)

float

emission_sphere_radius

float

flatness

0.0

Vector3

gravity

Vector3(0,-9.8,0)

Texture2D

hue_variation_curve

float

hue_variation_max

0.0

float

hue_variation_min

0.0

float

inherit_velocity_ratio

0.0

float

initial_velocity_max

0.0

float

initial_velocity_min

0.0

float

lifetime_randomness

0.0

Texture2D

linear_accel_curve

float

linear_accel_max

0.0

float

linear_accel_min

0.0

Texture2D

orbit_velocity_curve

float

orbit_velocity_max

0.0

float

orbit_velocity_min

0.0

bool

particle_flag_align_y

false

bool

particle_flag_damping_as_friction

false

bool

particle_flag_disable_z

false

bool

particle_flag_rotate_y

false

Texture2D

radial_accel_curve

float

radial_accel_max

0.0

float

radial_accel_min

0.0

Texture2D

radial_velocity_curve

float

radial_velocity_max

0.0

float

radial_velocity_min

0.0

Texture2D

scale_curve

float

scale_max

1.0

float

scale_min

1.0

Texture2D

scale_over_velocity_curve

float

scale_over_velocity_max

0.0

float

scale_over_velocity_min

0.0

float

spread

45.0

int

sub_emitter_amount_at_collision

int

sub_emitter_amount_at_end

int

sub_emitter_amount_at_start

float

sub_emitter_frequency

bool

sub_emitter_keep_velocity

false

SubEmitterMode

sub_emitter_mode

0

Texture2D

tangential_accel_curve

float

tangential_accel_max

0.0

float

tangential_accel_min

0.0

bool

turbulence_enabled

false

float

turbulence_influence_max

0.1

float

turbulence_influence_min

0.1

Texture2D

turbulence_influence_over_life

float

turbulence_initial_displacement_max

0.0

float

turbulence_initial_displacement_min

0.0

float

turbulence_noise_scale

9.0

Vector3

turbulence_noise_speed

Vector3(0,0,0)

float

turbulence_noise_speed_random

0.2

float

turbulence_noise_strength

1.0

Texture2D

velocity_limit_curve

Vector3

velocity_pivot

Vector3(0,0,0)

Methods

Vector2

get_param(param:Parameter)const

float

get_param_max(param:Parameter)const

float

get_param_min(param:Parameter)const

Texture2D

get_param_texture(param:Parameter)const

bool

get_particle_flag(particle_flag:ParticleFlags)const

void

set_param(param:Parameter, value:Vector2)

void

set_param_max(param:Parameter, value:float)

void

set_param_min(param:Parameter, value:float)

void

set_param_texture(param:Parameter, texture:Texture2D)

void

set_particle_flag(particle_flag:ParticleFlags, enable:bool)


Signals

emission_shape_changed()🔗

Emitted when this material's emission shape is changed in any way. This includes changes toemission_shape,emission_shape_scale, oremission_sphere_radius, and any other property that affects the emission shape's offset, size, scale, or orientation.

Note: This signal is only emitted inside the editor for performance reasons.


Enumerations

enumParameter:🔗

ParameterPARAM_INITIAL_LINEAR_VELOCITY =0

Use withset_param_min(),set_param_max(), andset_param_texture() to set initial velocity properties.

ParameterPARAM_ANGULAR_VELOCITY =1

Use withset_param_min(),set_param_max(), andset_param_texture() to set angular velocity properties.

ParameterPARAM_ORBIT_VELOCITY =2

Use withset_param_min(),set_param_max(), andset_param_texture() to set orbital velocity properties.

ParameterPARAM_LINEAR_ACCEL =3

Use withset_param_min(),set_param_max(), andset_param_texture() to set linear acceleration properties.

ParameterPARAM_RADIAL_ACCEL =4

Use withset_param_min(),set_param_max(), andset_param_texture() to set radial acceleration properties.

ParameterPARAM_TANGENTIAL_ACCEL =5

Use withset_param_min(),set_param_max(), andset_param_texture() to set tangential acceleration properties.

ParameterPARAM_DAMPING =6

Use withset_param_min(),set_param_max(), andset_param_texture() to set damping properties.

ParameterPARAM_ANGLE =7

Use withset_param_min(),set_param_max(), andset_param_texture() to set angle properties.

ParameterPARAM_SCALE =8

Use withset_param_min(),set_param_max(), andset_param_texture() to set scale properties.

ParameterPARAM_HUE_VARIATION =9

Use withset_param_min(),set_param_max(), andset_param_texture() to set hue variation properties.

ParameterPARAM_ANIM_SPEED =10

Use withset_param_min(),set_param_max(), andset_param_texture() to set animation speed properties.

ParameterPARAM_ANIM_OFFSET =11

Use withset_param_min(),set_param_max(), andset_param_texture() to set animation offset properties.

ParameterPARAM_RADIAL_VELOCITY =15

Use withset_param_min(),set_param_max(), andset_param_texture() to set radial velocity properties.

ParameterPARAM_DIRECTIONAL_VELOCITY =16

Use withset_param_min(),set_param_max(), andset_param_texture() to set directional velocity properties.

ParameterPARAM_SCALE_OVER_VELOCITY =17

Use withset_param_min(),set_param_max(), andset_param_texture() to set scale over velocity properties.

ParameterPARAM_MAX =18

Represents the size of theParameter enum.

ParameterPARAM_TURB_VEL_INFLUENCE =13

Use withset_param_min() andset_param_max() to set the turbulence minimum und maximum influence on each particles velocity.

ParameterPARAM_TURB_INIT_DISPLACEMENT =14

Use withset_param_min() andset_param_max() to set the turbulence minimum and maximum displacement of the particles spawn position.

ParameterPARAM_TURB_INFLUENCE_OVER_LIFE =12

Use withset_param_texture() to set the turbulence influence over the particles life time.


enumParticleFlags:🔗

ParticleFlagsPARTICLE_FLAG_ALIGN_Y_TO_VELOCITY =0

Use withset_particle_flag() to setparticle_flag_align_y.

ParticleFlagsPARTICLE_FLAG_ROTATE_Y =1

Use withset_particle_flag() to setparticle_flag_rotate_y.

ParticleFlagsPARTICLE_FLAG_DISABLE_Z =2

Use withset_particle_flag() to setparticle_flag_disable_z.

ParticleFlagsPARTICLE_FLAG_DAMPING_AS_FRICTION =3

There is currently no description for this enum. Please help us bycontributing one!

ParticleFlagsPARTICLE_FLAG_MAX =4

Represents the size of theParticleFlags enum.


enumEmissionShape:🔗

EmissionShapeEMISSION_SHAPE_POINT =0

All particles will be emitted from a single point.

EmissionShapeEMISSION_SHAPE_SPHERE =1

Particles will be emitted in the volume of a sphere.

EmissionShapeEMISSION_SHAPE_SPHERE_SURFACE =2

Particles will be emitted on the surface of a sphere.

EmissionShapeEMISSION_SHAPE_BOX =3

Particles will be emitted in the volume of a box.

EmissionShapeEMISSION_SHAPE_POINTS =4

Particles will be emitted at a position determined by sampling a random point on theemission_point_texture. Particle color will be modulated byemission_color_texture.

EmissionShapeEMISSION_SHAPE_DIRECTED_POINTS =5

Particles will be emitted at a position determined by sampling a random point on theemission_point_texture. Particle velocity and rotation will be set based onemission_normal_texture. Particle color will be modulated byemission_color_texture.

EmissionShapeEMISSION_SHAPE_RING =6

Particles will be emitted in a ring or cylinder.

EmissionShapeEMISSION_SHAPE_MAX =7

Represents the size of theEmissionShape enum.


enumSubEmitterMode:🔗

SubEmitterModeSUB_EMITTER_DISABLED =0

There is currently no description for this enum. Please help us bycontributing one!

SubEmitterModeSUB_EMITTER_CONSTANT =1

There is currently no description for this enum. Please help us bycontributing one!

SubEmitterModeSUB_EMITTER_AT_END =2

There is currently no description for this enum. Please help us bycontributing one!

SubEmitterModeSUB_EMITTER_AT_COLLISION =3

There is currently no description for this enum. Please help us bycontributing one!

SubEmitterModeSUB_EMITTER_AT_START =4

There is currently no description for this enum. Please help us bycontributing one!

SubEmitterModeSUB_EMITTER_MAX =5

Represents the size of theSubEmitterMode enum.


enumCollisionMode:🔗

CollisionModeCOLLISION_DISABLED =0

No collision for particles. Particles will go throughGPUParticlesCollision3D nodes.

CollisionModeCOLLISION_RIGID =1

RigidBody3D-style collision for particles usingGPUParticlesCollision3D nodes.

CollisionModeCOLLISION_HIDE_ON_CONTACT =2

Hide particles instantly when colliding with aGPUParticlesCollision3D node. This can be combined with a subemitter that uses theCOLLISION_RIGID collision mode to "replace" the parent particle with the subemitter on impact.

CollisionModeCOLLISION_MAX =3

Represents the size of theCollisionMode enum.


Property Descriptions

Texture2Dalpha_curve🔗

The alpha value of each particle's color will be multiplied by thisCurveTexture over its lifetime.

Note:alpha_curve multiplies the particle mesh's vertex colors. To have a visible effect on aBaseMaterial3D,BaseMaterial3D.vertex_color_use_as_albedomust betrue. For aShaderMaterial,ALBEDO*=COLOR.rgb; must be inserted in the shader'sfragment() function. Otherwise,alpha_curve will have no visible effect.


Texture2Dangle_curve🔗

Each particle's rotation will be animated along thisCurveTexture.


floatangle_max =0.0🔗

Maximum initial rotation applied to each particle, in degrees.

Only applied whenparticle_flag_disable_z orparticle_flag_rotate_y aretrue or theBaseMaterial3D being used to draw the particle is usingBaseMaterial3D.BILLBOARD_PARTICLES.


floatangle_min =0.0🔗

Minimum equivalent ofangle_max.


Texture2Dangular_velocity_curve🔗

Each particle's angular velocity (rotation speed) will vary along thisCurveTexture over its lifetime.


floatangular_velocity_max =0.0🔗

Maximum initial angular velocity (rotation speed) applied to each particle indegrees per second.

Only applied whenparticle_flag_disable_z orparticle_flag_rotate_y aretrue or theBaseMaterial3D being used to draw the particle is usingBaseMaterial3D.BILLBOARD_PARTICLES.


floatangular_velocity_min =0.0🔗

Minimum equivalent ofangular_velocity_max.


Texture2Danim_offset_curve🔗

Each particle's animation offset will vary along thisCurveTexture.


floatanim_offset_max =0.0🔗

Maximum animation offset that corresponds to frame index in the texture.0 is the first frame,1 is the last one. SeeCanvasItemMaterial.particles_animation.


floatanim_offset_min =0.0🔗

Minimum equivalent ofanim_offset_max.


Texture2Danim_speed_curve🔗

Each particle's animation speed will vary along thisCurveTexture.


floatanim_speed_max =0.0🔗

Maximum particle animation speed. Animation speed of1 means that the particles will make full0 to1 offset cycle during lifetime,2 means2 cycles etc.

With animation speed greater than1, remember to enableCanvasItemMaterial.particles_anim_loop property if you want the animation to repeat.


floatanim_speed_min =0.0🔗

Minimum equivalent ofanim_speed_max.


boolattractor_interaction_enabled =true🔗

Iftrue, interaction with particle attractors is enabled. In 3D, attraction only occurs within the area defined by theGPUParticles3D node'sGPUParticles3D.visibility_aabb.


floatcollision_bounce🔗

The particles' bounciness. Values range from0 (no bounce) to1 (full bounciness). Only effective ifcollision_mode isCOLLISION_RIGID.


floatcollision_friction🔗

The particles' friction. Values range from0 (frictionless) to1 (maximum friction). Only effective ifcollision_mode isCOLLISION_RIGID.


CollisionModecollision_mode =0🔗

The particles' collision mode.

Note: 3D Particles can only collide withGPUParticlesCollision3D nodes, notPhysicsBody3D nodes. To make particles collide with various objects, you can addGPUParticlesCollision3D nodes as children ofPhysicsBody3D nodes. In 3D, collisions only occur within the area defined by theGPUParticles3D node'sGPUParticles3D.visibility_aabb.

Note: 2D Particles can only collide withLightOccluder2D nodes, notPhysicsBody2D nodes.


boolcollision_use_scale =false🔗

Iftrue,GPUParticles3D.collision_base_size is multiplied by the particle's effective scale (seescale_min,scale_max,scale_curve, andscale_over_velocity_curve).


Colorcolor =Color(1,1,1,1)🔗

Each particle's initial color. If theGPUParticles2D'stexture is defined, it will be multiplied by this color.

Note:color multiplies the particle mesh's vertex colors. To have a visible effect on aBaseMaterial3D,BaseMaterial3D.vertex_color_use_as_albedomust betrue. For aShaderMaterial,ALBEDO*=COLOR.rgb; must be inserted in the shader'sfragment() function. Otherwise,color will have no visible effect.


Texture2Dcolor_initial_ramp🔗

Each particle's initial color will vary along thisGradientTexture1D (multiplied withcolor).

Note:color_initial_ramp multiplies the particle mesh's vertex colors. To have a visible effect on aBaseMaterial3D,BaseMaterial3D.vertex_color_use_as_albedomust betrue. For aShaderMaterial,ALBEDO*=COLOR.rgb; must be inserted in the shader'sfragment() function. Otherwise,color_initial_ramp will have no visible effect.


Texture2Dcolor_ramp🔗

Each particle's color will vary along thisGradientTexture1D over its lifetime (multiplied withcolor).

Note:color_ramp multiplies the particle mesh's vertex colors. To have a visible effect on aBaseMaterial3D,BaseMaterial3D.vertex_color_use_as_albedomust betrue. For aShaderMaterial,ALBEDO*=COLOR.rgb; must be inserted in the shader'sfragment() function. Otherwise,color_ramp will have no visible effect.


Texture2Ddamping_curve🔗

Damping will vary along thisCurveTexture.


floatdamping_max =0.0🔗

The maximum rate at which particles lose velocity. For example value of100 means that the particle will go from100 velocity to0 in1 second.


floatdamping_min =0.0🔗

Minimum equivalent ofdamping_max.


Vector3direction =Vector3(1,0,0)🔗

Unit vector specifying the particles' emission direction.


Texture2Ddirectional_velocity_curve🔗

A curve that specifies the velocity along each of the axes of the particle system along its lifetime.

Note: Animated velocities will not be affected by damping, usevelocity_limit_curve instead.


floatdirectional_velocity_max🔗

Maximum directional velocity value, which is multiplied bydirectional_velocity_curve.

Note: Animated velocities will not be affected by damping, usevelocity_limit_curve instead.


floatdirectional_velocity_min🔗

Minimum directional velocity value, which is multiplied bydirectional_velocity_curve.

Note: Animated velocities will not be affected by damping, usevelocity_limit_curve instead.


Vector3emission_box_extents🔗

The box's extents ifemission_shape is set toEMISSION_SHAPE_BOX.

Note:emission_box_extents starts from the center point and applies the X, Y, and Z values in both directions. The size is twice the area of the extents.


Texture2Demission_color_texture🔗

Particle color will be modulated by color determined by sampling this texture at the same point as theemission_point_texture.

Note:emission_color_texture multiplies the particle mesh's vertex colors. To have a visible effect on aBaseMaterial3D,BaseMaterial3D.vertex_color_use_as_albedomust betrue. For aShaderMaterial,ALBEDO*=COLOR.rgb; must be inserted in the shader'sfragment() function. Otherwise,emission_color_texture will have no visible effect.


Texture2Demission_curve🔗

Each particle's color will be multiplied by thisCurveTexture over its lifetime.

Note:emission_curve multiplies the particle mesh's vertex colors. To have a visible effect on aBaseMaterial3D,BaseMaterial3D.vertex_color_use_as_albedomust betrue. For aShaderMaterial,ALBEDO*=COLOR.rgb; must be inserted in the shader'sfragment() function. Otherwise,emission_curve will have no visible effect.


Texture2Demission_normal_texture🔗

Particle velocity and rotation will be set by sampling this texture at the same point as theemission_point_texture. Used only inEMISSION_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.


intemission_point_count🔗

The number of emission points ifemission_shape is set toEMISSION_SHAPE_POINTS orEMISSION_SHAPE_DIRECTED_POINTS.


Texture2Demission_point_texture🔗

Particles will be emitted at positions determined by sampling this texture at a random position. Used withEMISSION_SHAPE_POINTS andEMISSION_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.


Vector3emission_ring_axis🔗

The axis of the ring when using the emitterEMISSION_SHAPE_RING.


floatemission_ring_cone_angle🔗

The angle of the cone when using the emitterEMISSION_SHAPE_RING. The default angle of 90 degrees results in a ring, while an angle of 0 degrees results in a cone. Intermediate values will result in a ring where one end is larger than the other.

Note: Depending onemission_ring_height, the angle may be clamped if the ring's end is reached to form a perfect cone.


floatemission_ring_height🔗

The height of the ring when using the emitterEMISSION_SHAPE_RING.


floatemission_ring_inner_radius🔗

The inner radius of the ring when using the emitterEMISSION_SHAPE_RING.


floatemission_ring_radius🔗

The radius of the ring when using the emitterEMISSION_SHAPE_RING.


EmissionShapeemission_shape =0🔗

Particles will be emitted inside this region. UseEmissionShape constants for values.


Vector3emission_shape_offset =Vector3(0,0,0)🔗

The offset for theemission_shape, in local space.


Vector3emission_shape_scale =Vector3(1,1,1)🔗

The scale of theemission_shape, in local space.


floatemission_sphere_radius🔗

The sphere's radius ifemission_shape is set toEMISSION_SHAPE_SPHERE.


floatflatness =0.0🔗

Amount ofspread along the Y axis.


Vector3gravity =Vector3(0,-9.8,0)🔗

Gravity applied to every particle.


Texture2Dhue_variation_curve🔗

Each particle's hue will vary along thisCurveTexture.


floathue_variation_max =0.0🔗

Maximum initial hue variation applied to each particle. It will shift the particle color's hue.


floathue_variation_min =0.0🔗

Minimum equivalent ofhue_variation_max.


floatinherit_velocity_ratio =0.0🔗

Percentage of the velocity of the respectiveGPUParticles2D orGPUParticles3D inherited by each particle when spawning.


floatinitial_velocity_max =0.0🔗

Maximum initial velocity magnitude for each particle. Direction comes fromdirection andspread.


floatinitial_velocity_min =0.0🔗

Minimum equivalent ofinitial_velocity_max.


floatlifetime_randomness =0.0🔗

Particle lifetime randomness ratio. The equation for the lifetime of a particle islifetime*(1.0-randf()*lifetime_randomness). For example, alifetime_randomness of0.4 scales the lifetime between0.6 to1.0 of its original value.


Texture2Dlinear_accel_curve🔗

Each particle's linear acceleration will vary along thisCurveTexture.


floatlinear_accel_max =0.0🔗

Maximum linear acceleration applied to each particle in the direction of motion.


floatlinear_accel_min =0.0🔗

Minimum equivalent oflinear_accel_max.


Texture2Dorbit_velocity_curve🔗

Each particle's orbital velocity will vary along thisCurveTexture.

Note: For 3D orbital velocity, use aCurveXYZTexture.

Note: Animated velocities will not be affected by damping, usevelocity_limit_curve instead.


floatorbit_velocity_max =0.0🔗

Maximum orbital velocity applied to each particle. Makes the particles circle around origin. Specified in number of full rotations around origin per second.

Note: Animated velocities will not be affected by damping, usevelocity_limit_curve instead.


floatorbit_velocity_min =0.0🔗

Minimum equivalent oforbit_velocity_max.

Note: Animated velocities will not be affected by damping, usevelocity_limit_curve instead.


boolparticle_flag_align_y =false🔗

Align Y axis of particle with the direction of its velocity.


boolparticle_flag_damping_as_friction =false🔗

Changes the behavior of the damping properties from a linear deceleration to a deceleration based on speed percentage.


boolparticle_flag_disable_z =false🔗

Iftrue, particles will not move on the z axis.


boolparticle_flag_rotate_y =false🔗

Iftrue, particles rotate around Y axis byangle_min.


Texture2Dradial_accel_curve🔗

Each particle's radial acceleration will vary along thisCurveTexture.


floatradial_accel_max =0.0🔗

Maximum radial acceleration applied to each particle. Makes particle accelerate away from the origin or towards it if negative.


floatradial_accel_min =0.0🔗

Minimum equivalent ofradial_accel_max.


Texture2Dradial_velocity_curve🔗

ACurveTexture that defines the velocity over the particle's lifetime away (or toward) thevelocity_pivot.

Note: Animated velocities will not be affected by damping, usevelocity_limit_curve instead.


floatradial_velocity_max =0.0🔗

Maximum radial velocity applied to each particle. Makes particles move away from thevelocity_pivot, or toward it if negative.

Note: Animated velocities will not be affected by damping, usevelocity_limit_curve instead.


floatradial_velocity_min =0.0🔗

Minimum radial velocity applied to each particle. Makes particles move away from thevelocity_pivot, or toward it if negative.

Note: Animated velocities will not be affected by damping, usevelocity_limit_curve instead.


Texture2Dscale_curve🔗

Each particle's scale will vary along thisCurveTexture over its lifetime. If aCurveXYZTexture is supplied instead, the scale will be separated per-axis.


floatscale_max =1.0🔗

Maximum initial scale applied to each particle.


floatscale_min =1.0🔗

Minimum equivalent ofscale_max.


Texture2Dscale_over_velocity_curve🔗

Either aCurveTexture or aCurveXYZTexture that scales each particle based on its velocity.


floatscale_over_velocity_max =0.0🔗

Maximum velocity value reference forscale_over_velocity_curve.

scale_over_velocity_curve will be interpolated betweenscale_over_velocity_min andscale_over_velocity_max.


floatscale_over_velocity_min =0.0🔗

Minimum velocity value reference forscale_over_velocity_curve.

scale_over_velocity_curve will be interpolated betweenscale_over_velocity_min andscale_over_velocity_max.


floatspread =45.0🔗

Each particle's initial direction range from+spread to-spread degrees.


intsub_emitter_amount_at_collision🔗

The amount of particles to spawn from the subemitter node when a collision occurs. When combined withCOLLISION_HIDE_ON_CONTACT on the main particles material, this can be used to achieve effects such as raindrops hitting the ground.

Note: This value shouldn't exceedGPUParticles2D.amount orGPUParticles3D.amount defined on thesubemitter node (not the main node), relative to the subemitter's particle lifetime. If the number of particles is exceeded, no new particles will spawn from the subemitter until enough particles have expired.


intsub_emitter_amount_at_end🔗

The amount of particles to spawn from the subemitter node when the particle expires.

Note: This value shouldn't exceedGPUParticles2D.amount orGPUParticles3D.amount defined on thesubemitter node (not the main node), relative to the subemitter's particle lifetime. If the number of particles is exceeded, no new particles will spawn from the subemitter until enough particles have expired.


intsub_emitter_amount_at_start🔗

The amount of particles to spawn from the subemitter node when the particle spawns.

Note: This value shouldn't exceedGPUParticles2D.amount orGPUParticles3D.amount defined on thesubemitter node (not the main node), relative to the subemitter's particle lifetime. If the number of particles is exceeded, no new particles will spawn from the subemitter until enough particles have expired.


floatsub_emitter_frequency🔗

The frequency at which particles should be emitted from the subemitter node. One particle will be spawned everysub_emitter_frequency seconds.

Note: This value shouldn't exceedGPUParticles2D.amount orGPUParticles3D.amount defined on thesubemitter node (not the main node), relative to the subemitter's particle lifetime. If the number of particles is exceeded, no new particles will spawn from the subemitter until enough particles have expired.


boolsub_emitter_keep_velocity =false🔗

Iftrue, the subemitter inherits the parent particle's velocity when it spawns.


SubEmitterModesub_emitter_mode =0🔗

The particle subemitter mode (seeGPUParticles2D.sub_emitter andGPUParticles3D.sub_emitter).


Texture2Dtangential_accel_curve🔗

Each particle's tangential acceleration will vary along thisCurveTexture.


floattangential_accel_max =0.0🔗

Maximum tangential acceleration applied to each particle. Tangential acceleration is perpendicular to the particle's velocity giving the particles a swirling motion.


floattangential_accel_min =0.0🔗

Minimum equivalent oftangential_accel_max.


boolturbulence_enabled =false🔗

Iftrue, 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 withNoiseTexture3D can be used as an alternative to turbulence that works in world space and with multiple particle systems reacting in the same way.

Note: 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.


floatturbulence_influence_max =0.1🔗

Maximum turbulence influence on each particle.

The actual amount of turbulence influence on each particle is calculated as a random value betweenturbulence_influence_min andturbulence_influence_max and multiplied by the amount of turbulence influence fromturbulence_influence_over_life.


floatturbulence_influence_min =0.1🔗

Minimum turbulence influence on each particle.

The actual amount of turbulence influence on each particle is calculated as a random value betweenturbulence_influence_min andturbulence_influence_max and multiplied by the amount of turbulence influence fromturbulence_influence_over_life.


Texture2Dturbulence_influence_over_life🔗

Each particle's amount of turbulence will be influenced along thisCurveTexture over its life time.


floatturbulence_initial_displacement_max =0.0🔗

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 betweenturbulence_initial_displacement_min andturbulence_initial_displacement_max.


floatturbulence_initial_displacement_min =0.0🔗

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 betweenturbulence_initial_displacement_min andturbulence_initial_displacement_max.


floatturbulence_noise_scale =9.0🔗

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.


Vector3turbulence_noise_speed =Vector3(0,0,0)🔗

A scrolling velocity for the turbulence field. This sets a directional trend for the pattern to move in over time.

The default value ofVector3(0,0,0) turns off the scrolling.


floatturbulence_noise_speed_random =0.2🔗

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.


floatturbulence_noise_strength =1.0🔗

The turbulence noise strength. Increasing this will result in a stronger, more contrasting, flow pattern.


Texture2Dvelocity_limit_curve🔗

ACurveTexture that defines the maximum velocity of a particle during its lifetime.


Vector3velocity_pivot =Vector3(0,0,0)🔗

A pivot point used to calculate radial and orbital velocity of particles.


Method Descriptions

Vector2get_param(param:Parameter)const🔗

Returns the minimum and maximum values of the givenparam as a vector.

Thex component of the returned vector corresponds to minimum and they component corresponds to maximum.


floatget_param_max(param:Parameter)const🔗

Returns the maximum value range for the given parameter.


floatget_param_min(param:Parameter)const🔗

Returns the minimum value range for the given parameter.


Texture2Dget_param_texture(param:Parameter)const🔗

Returns theTexture2D used by the specified parameter.


boolget_particle_flag(particle_flag:ParticleFlags)const🔗

Returnstrue if the specified particle flag is enabled. SeeParticleFlags for options.


voidset_param(param:Parameter, value:Vector2)🔗

Sets the minimum and maximum values of the givenparam.

Thex component of the argument vector corresponds to minimum and they component corresponds to maximum.


voidset_param_max(param:Parameter, value:float)🔗

Sets the maximum value range for the given parameter.


voidset_param_min(param:Parameter, value:float)🔗

Sets the minimum value range for the given parameter.


voidset_param_texture(param:Parameter, texture:Texture2D)🔗

Sets theTexture2D for the specifiedParameter.


voidset_particle_flag(particle_flag:ParticleFlags, enable:bool)🔗

Iftrue, enables the specified particle flag. SeeParticleFlags for options.


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