Particles

    GPU-based 3D particle emitter.

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

    Use the process_material property to add a 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 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 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

    Methods

    AABB ( ) const
    Mesh ( int pass ) const
    void ( )
    voidset_draw_pass_mesh ( pass, Mesh mesh )

    enum DrawOrder:

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

    Constants

    • MAX_DRAW_PASSES = 4 —- Maximum number of draw passes supported.
    • amount
    Default8
    Setterset_amount(value)
    Getterget_amount()

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

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


    • draw_order
    Default0
    Setterset_draw_order(value)
    Getterget_draw_order()

    Particle draw order. Uses DrawOrder values.


    • draw_pass_1
    Setterset_draw_pass_mesh(value)
    Getterget_draw_pass_mesh()

    Setterset_draw_pass_mesh(value)
    Getterget_draw_pass_mesh()

    that is drawn for the second draw pass.


    Setterset_draw_pass_mesh(value)
    Getterget_draw_pass_mesh()

    that is drawn for the third draw pass.


    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.


    • emitting
    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.


    • fract_delta
    Defaulttrue
    Setterset_fractional_delta(value)
    Getterget_fractional_delta()

    If , 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).


    • local_coords

    Defaultfalse
    Setterset_one_shot(value)
    Getterget_one_shot()

    If true, only amount particles will be emitted.


    • preprocess
    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()

    for processing particles. Can be a ParticlesMaterial or a .


    Default0.0
    Setterset_randomness_ratio(value)
    Getterget_randomness_ratio()

    Emission randomness ratio.


    • speed_scale
    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 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

    • 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 ( pass ) const

    Returns the Mesh that is drawn at index pass.



    • void set_draw_pass_mesh ( pass, Mesh mesh )

    Sets the that is drawn at index .