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

    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 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

    1

    Setter

    set_draw_passes(value)

    Getter

    get_draw_passes()

    The number of draw passes when rendering particles.


    Default

    true

    Setter

    set_emitting(value)

    Getter

    is_emitting()

    If true, particles are being emitted.


    • 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

    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.


    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

    1.0

    Setter

    set_lifetime(value)

    Getter

    get_lifetime()

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


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


    • one_shot

    Default

    false

    Setter

    set_one_shot(value)

    Getter

    get_one_shot()

    If true, only amount particles will be emitted.


    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.


    • process_material

    Setter

    set_process_material(value)

    Getter

    get_process_material()

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


    • randomness

    Default

    0.0

    Setter

    set_randomness_ratio(value)

    Getter

    get_randomness_ratio()

    Emission randomness ratio.


    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.


    • visibility_aabb

    Default

    AABB( -4, -4, -4, 8, 8, 8 )

    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.