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: On macOS, Particles
rendering is much slower than due to transform feedback being implemented on the CPU instead of the GPU. Consider using CPUParticles instead when targeting macOS.
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
capture_aabb ( ) const | |
get_draw_pass_mesh ( pass ) const | |
void | restart ( ) |
( int pass, 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 |
|
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 |
|
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 that is drawn for the first draw pass.
- draw_pass_2
Setter | set_draw_pass_mesh(value) |
Getter | get_draw_pass_mesh() |
Mesh that is drawn for the second draw pass.
- draw_pass_3
Setter | set_draw_pass_mesh(value) |
Getter | get_draw_pass_mesh() |
Mesh that is drawn for the third draw pass.
- draw_pass_4
Mesh that is drawn for the fourth draw pass.
- draw_passes
Default |
|
Setter | set_draw_passes(value) |
Getter | get_draw_passes() |
The number of draw passes when rendering particles.
- bool emitting
Default |
|
Setter | set_emitting(value) |
Getter | is_emitting() |
If true
, particles are being emitted.
- explosiveness
Default |
|
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 |
|
Setter | set_fixed_fps(value) |
Getter |
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 | |
Setter | set_fractional_delta(value) |
Getter | get_fractional_delta() |
If true
, results in fractional delta calculation which has a smoother particles display effect.
- lifetime
Default |
|
Setter | set_lifetime(value) |
Getter | get_lifetime() |
The amount of time each particle will exist (in seconds).
- bool local_coords
If true
, particles use the parent node’s coordinate space. If false
, they use global coordinates.
- one_shot
Default |
|
Setter | set_one_shot(value) |
Getter | get_one_shot() |
If true
, only amount
particles will be emitted.
- float preprocess
Default |
|
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.
- process_material
Setter | set_process_material(value) |
Getter | get_process_material() |
Material for processing particles. Can be a or a ShaderMaterial.
- randomness
Default |
|
Setter | set_randomness_ratio(value) |
Getter | get_randomness_ratio() |
Emission randomness ratio.
- float speed_scale
Default |
|
Setter | set_speed_scale(value) |
Getter | get_speed_scale() |
Speed scaling ratio. A value of 0
can be used to pause the particles.
- visibility_aabb
Default |
|
Setter | set_visibility_aabb(value) |
Getter | get_visibility_aabb() |
The AABB that determines the node’s region which needs to be visible on screen for the particle system to be active.
Grow the box if particles suddenly appear/disappear when the node enters/exits the screen. The can be grown via code or with the Particles → Generate AABB editor tool.
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.
- get_draw_pass_mesh ( int pass ) const
Returns the that is drawn at index .
- void set_draw_pass_mesh ( int pass, mesh )
Sets the Mesh that is drawn at index pass
.