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 | ( ) |
void | set_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
Default | 8 |
Setter | set_amount(value) |
Getter | get_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
Default | 0 |
Setter | set_draw_order(value) |
Getter | get_draw_order() |
Particle draw order. Uses DrawOrder values.
- draw_pass_1
Setter | set_draw_pass_mesh(value) |
Getter | get_draw_pass_mesh() |
- Mesh draw_pass_2
Setter | set_draw_pass_mesh(value) |
Getter | get_draw_pass_mesh() |
that is drawn for the second draw pass.
- Mesh draw_pass_3
Setter | set_draw_pass_mesh(value) |
Getter | get_draw_pass_mesh() |
that is drawn for the third draw pass.
- Mesh draw_pass_4
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.
- 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.
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.
- fract_delta
Default | true |
Setter | set_fractional_delta(value) |
Getter | get_fractional_delta() |
If , 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).
- local_coords
- bool one_shot
Default | false |
Setter | set_one_shot(value) |
Getter | get_one_shot() |
If true
, only amount
particles will be emitted.
- 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() |
for processing particles. Can be a ParticlesMaterial or a .
- float randomness
Default | 0.0 |
Setter | set_randomness_ratio(value) |
Getter | get_randomness_ratio() |
Emission randomness ratio.
- 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 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 .