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
Methods
AABB | capture_aabb ( ) const |
Mesh | get_draw_pass_mesh ( int pass ) const |
void | restart ( ) |
void | set_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
- int amount
Default | 8 |
Setter | set_amount(value) |
Getter | get_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.
- DrawOrder draw_order
Default | 0 |
Setter | set_draw_order(value) |
Getter | get_draw_order() |
Particle draw order. Uses DrawOrder values.
- Mesh draw_pass_1
Setter | set_draw_pass_mesh(value) |
Getter | get_draw_pass_mesh() |
Mesh that is drawn for the first draw pass.
- Mesh draw_pass_2
Setter | set_draw_pass_mesh(value) |
Getter | get_draw_pass_mesh() |
Mesh that is drawn for the second draw pass.
- Mesh draw_pass_3
Setter | set_draw_pass_mesh(value) |
Getter | get_draw_pass_mesh() |
Mesh that is drawn for the third draw pass.
- Mesh draw_pass_4
Setter | set_draw_pass_mesh(value) |
Getter | get_draw_pass_mesh() |
Mesh that is drawn for the fourth draw pass.
- int draw_passes
Default | 1 |
Setter | set_draw_passes(value) |
Getter | get_draw_passes() |
The number of draw passes when rendering particles.
- bool emitting
Default | true |
Setter | set_emitting(value) |
Getter | is_emitting() |
If true
, particles are being emitted.
- float explosiveness
Default | 0.0 |
Setter | set_explosiveness_ratio(value) |
Getter | get_explosiveness_ratio() |
Time ratio between each emission. If 0
, particles are emitted continuously. If 1
, all particles are emitted simultaneously.
- int fixed_fps
Default | 0 |
Setter | set_fixed_fps(value) |
Getter | get_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.
- bool fract_delta
Default | true |
Setter | set_fractional_delta(value) |
Getter | get_fractional_delta() |
If true
, results in fractional delta calculation which has a smoother particles display effect.
- float lifetime
Default | 1.0 |
Setter | set_lifetime(value) |
Getter | get_lifetime() |
The amount of time each particle will exist (in seconds).
- bool local_coords
Default | true |
Setter | set_use_local_coordinates(value) |
Getter | get_use_local_coordinates() |
If true
, particles use the parent node’s coordinate space. If false
, they use global coordinates.
- bool one_shot
Default | false |
Setter | set_one_shot(value) |
Getter | get_one_shot() |
If true
, only amount
particles will be emitted.
- float preprocess
Default | 0.0 |
Setter | set_pre_process_time(value) |
Getter | get_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.
- Material process_material
Setter | set_process_material(value) |
Getter | get_process_material() |
Material for processing particles. Can be a ParticlesMaterial or a ShaderMaterial.
- float randomness
Default | 0.0 |
Setter | set_randomness_ratio(value) |
Getter | get_randomness_ratio() |
Emission randomness ratio.
- float speed_scale
Default | 1.0 |
Setter | set_speed_scale(value) |
Getter | get_speed_scale() |
Speed scaling ratio. A value of 0
can be used to pause the particles.
- AABB visibility_aabb
Default | AABB( -4, -4, -4, 8, 8, 8 ) |
Setter | set_visibility_aabb(value) |
Getter | get_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.
Returns the Mesh that is drawn at index pass
.
- void restart ( )
Restarts the particle emission, clearing existing particles.
Sets the Mesh that is drawn at index pass
.