Particles

Inherits: GeometryInstance < VisualInstance < Spatial < Node < Object

GPU-based 3D particle emitter.

Description

3D particle node used to create a variety of particle systems and effects. Particles features an emitter that generates some number of particles at a given rate.

Use the process_material property to add a ParticlesMaterial to configure particle appearance and behavior. Alternatively, you can add a ShaderMaterial which will be applied to all particles.

Note: Particles only work when using the GLES3 renderer. If using the GLES2 renderer, use CPUParticles instead. You can convert Particles to CPUParticles by selecting the node, clicking the Particles menu at the top of the 3D editor viewport then choosing Convert to CPUParticles.

Note: After working on a Particles node, remember to update its visibility_aabb by selecting it, clicking the Particles menu at the top of the 3D editor viewport then choose Generate Visibility AABB. Otherwise, particles may suddenly disappear depending on the camera position and angle.

Tutorials

Properties

intamount8
DrawOrderdraw_order0
Meshdraw_pass_1 
Meshdraw_pass_2 
Meshdraw_pass_3 
Meshdraw_pass_4 
intdraw_passes1
boolemittingtrue
floatexplosiveness0.0
intfixed_fps0
boolfract_deltatrue
floatlifetime1.0
boollocal_coordstrue
boolone_shotfalse
floatpreprocess0.0
Materialprocess_material 
floatrandomness0.0
floatspeed_scale1.0
AABBvisibility_aabbAABB( -4, -4, -4, 8, 8, 8 )

Methods

AABBcapture_aabb ( ) const
Meshget_draw_pass_mesh ( int pass ) const
voidrestart ( )
voidset_draw_pass_mesh ( int pass, Mesh mesh )

Enumerations

enum DrawOrder:

  • DRAW_ORDER_INDEX = 0 —- Particles are drawn in the order emitted.
  • DRAW_ORDER_LIFETIME = 1 —- Particles are drawn in order of remaining lifetime.
  • DRAW_ORDER_VIEW_DEPTH = 2 —- Particles are drawn in order of depth.

Constants

  • MAX_DRAW_PASSES = 4 —- Maximum number of draw passes supported.

Property Descriptions

Default8
Setterset_amount(value)
Getterget_amount()

The number of particles emitted in one emission cycle (corresponding to the lifetime).

Note: Changing amount will reset the particle emission, therefore removing all particles that were already emitted before changing amount.


Default0
Setterset_draw_order(value)
Getterget_draw_order()

Particle draw order. Uses DrawOrder values.


Setterset_draw_pass_mesh(value)
Getterget_draw_pass_mesh()

Mesh that is drawn for the first draw pass.


Setterset_draw_pass_mesh(value)
Getterget_draw_pass_mesh()

Mesh that is drawn for the second draw pass.


Setterset_draw_pass_mesh(value)
Getterget_draw_pass_mesh()

Mesh that is drawn for the third draw pass.


Setterset_draw_pass_mesh(value)
Getterget_draw_pass_mesh()

Mesh that is drawn for the fourth draw pass.


  • int draw_passes
Default1
Setterset_draw_passes(value)
Getterget_draw_passes()

The number of draw passes when rendering particles.


Defaulttrue
Setterset_emitting(value)
Getteris_emitting()

If true, particles are being emitted.


Default0.0
Setterset_explosiveness_ratio(value)
Getterget_explosiveness_ratio()

Time ratio between each emission. If 0, particles are emitted continuously. If 1, all particles are emitted simultaneously.


Default0
Setterset_fixed_fps(value)
Getterget_fixed_fps()

The particle system’s frame rate is fixed to a value. For instance, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the simulation of the particle system itself.


Defaulttrue
Setterset_fractional_delta(value)
Getterget_fractional_delta()

If true, results in fractional delta calculation which has a smoother particles display effect.


Default1.0
Setterset_lifetime(value)
Getterget_lifetime()

The amount of time each particle will exist (in seconds).


Defaulttrue
Setterset_use_local_coordinates(value)
Getterget_use_local_coordinates()

If true, particles use the parent node’s coordinate space. If false, they use global coordinates.


Defaultfalse
Setterset_one_shot(value)
Getterget_one_shot()

If true, only amount particles will be emitted.


Default0.0
Setterset_pre_process_time(value)
Getterget_pre_process_time()

Amount of time to preprocess the particles before animation starts. Lets you start the animation some time after particles have started emitting.


Setterset_process_material(value)
Getterget_process_material()

Material for processing particles. Can be a ParticlesMaterial or a ShaderMaterial.


Default0.0
Setterset_randomness_ratio(value)
Getterget_randomness_ratio()

Emission randomness ratio.


Default1.0
Setterset_speed_scale(value)
Getterget_speed_scale()

Speed scaling ratio. A value of 0 can be used to pause the particles.


  • AABB visibility_aabb
DefaultAABB( -4, -4, -4, 8, 8, 8 )
Setterset_visibility_aabb(value)
Getterget_visibility_aabb()

The AABB that determines the area of the world part of which needs to be visible on screen for the particle system to be active.

Note: If the ParticlesMaterial in use is configured to cast shadows, you may want to enlarge this AABB to ensure the shadow is updated when particles are off-screen.

Method Descriptions

  • AABB capture_aabb ( ) const

Returns the axis-aligned bounding box that contains all the particles that are active in the current frame.


  • Mesh get_draw_pass_mesh ( int pass ) const

Returns the Mesh that is drawn at index pass.


  • void restart ( )

Restarts the particle emission, clearing existing particles.


  • void set_draw_pass_mesh ( int pass, Mesh mesh )

Sets the Mesh that is drawn at index pass.