Particle properties for [Particles] and [Particles2D] nodes.
ParticlesMaterial defines particle properties and behavior. It is used in the [code]process_material[/code] of [Particles] and [Particles2D] emitter nodes. Some of this material's properties are applied to each particle when emitted, while others can have a [CurveTexture] applied to vary values over the lifetime of the particle. When a randomness ratio is applied to a property it is used to scale that property by a random amount. The random ratio is used to interpolate between [code]1.0[/code] and a random number less than one, the result is multiplied by the property to obtain the randomized property. For example a random ratio of [code]0.4[/code] would scale the original property between [code]0.4-1.0[/code] of its original value.
- Initial rotation applied to each particle, in degrees. Only applied when [member flag_disable_z] or [member flag_rotate_y] are [code]true[/code] or the [SpatialMaterial] being used to draw the particle is using [code]BillboardMode.BILLBOARD_PARTICLES[/code].
- Each particle's rotation will be animated along this [CurveTexture].
- Rotation randomness ratio. Default value: [code]0[/code].
- Initial angular velocity applied to each particle. Sets the speed of rotation of the particle. Only applied when [member flag_disable_z] or [member flag_rotate_y] are [code]true[/code] or the [SpatialMaterial] being used to draw the particle is using [code]BillboardMode.BILLBOARD_PARTICLES[/code].
- Each particle's angular velocity will vary along this [CurveTexture].
- Angular velocity randomness ratio. Default value: [code]0[/code].
- Particle animation offset.
- Each particle's animation offset will vary along this [CurveTexture].
- Animation offset randomness ratio. Default value: [code]0[/code].
- Particle animation speed.
- Each particle's animation speed will vary along this [CurveTexture].
- Animation speed randomness ratio. Default value: [code]0[/code].
- Each particle's initial color. If the [Particles2D]'s [code]texture[/code] is defined, it will be multiplied by this color. To have particle display color in a [SpatialMaterial] make sure to set [member SpatialMaterial.vertex_color_use_as_albedo] to [code]true[/code].
- Each particle's color will vary along this [GradientTexture].
- The rate at which particles lose velocity.
- Damping will vary along this [CurveTexture].
- Damping randomness ratio. Default value: [code]0[/code].
- The box's extents if [code]emission_shape[/code] is set to [code]EMISSION_SHAPE_BOX[/code].
- Particle color will be modulated by color determined by sampling this texture at the same point as the [member emission_point_texture].
- Particle velocity and rotation will be set by sampling this texture at the same point as the [member emission_point_texture]. Used only in [code]EMISSION_SHAPE_DIRECTED[/code]. Can be created automatically from mesh or node by selecting "Create Emission Points from Mesh/Node" under the "Particles" tool in the toolbar.
- The number of emission points if [code]emission_shape[/code] is set to [code]EMISSION_SHAPE_POINTS[/code] or [code]EMISSION_SHAPE_DIRECTED_POINTS[/code].
- Particles will be emitted at positions determined by sampling this texture at a random position. Used with [code]EMISSION_SHAPE_POINTS[/code] and [code]EMISSION_SHAPE_DIRECTED_POINTS[/code]. Can be created automatically from mesh or node by selecting "Create Emission Points from Mesh/Node" under the "Particles" tool in the toolbar.
- Particles will be emitted inside this region. Use [code]EMISSION_SHAPE_*[/code] constants for values. Default value: [code]EMISSION_SHAPE_POINT[/code].
- The sphere's radius if [code]emission_shape[/code] is set to [code]EMISSION_SHAPE_SPHERE[/code].
- Align y-axis of particle with the direction of its velocity.
- If [code]true[/code], particles will not move on the z axis. Default value: [code]true[/code] for [Particles2D], [code]false[/code] for [Particles].
- If [code]true[/code], particles rotate around y-axis by [member angle].
- Amount of [member spread] in Y/Z plane. A value of [code]1[/code] restricts particles to X/Z plane. Default [code]0[/code].
- Gravity applied to every particle. Default value: [code](0, 98, 0)[/code].
- Initial hue variation applied to each particle.
- Each particle's hue will vary along this [CurveTexture].
- Hue variation randomness ratio. Default value: [code]0[/code].
- Initial velocity magnitude for each particle. Direction comes from [member spread].
- Initial velocity randomness ratio. Default value: [code]0[/code].
- Linear acceleration applied to each particle. Acceleration increases velocity magnitude each frame without affecting direction.
- Each particle's linear acceleration will vary along this [CurveTexture].
- Linear acceleration randomness ratio. Default value: [code]0[/code].
- Orbital velocity applied to each particle. Makes the particles circle around origin. Specified in number of full rotations around origin per second. Only available when [member flag_disable_z] is [code]true[/code].
- Each particle's orbital velocity will vary along this [CurveTexture].
- Orbital velocity randomness ratio. Default value: [code]0[/code].
- Radial acceleration applied to each particle. Makes particle accelerate away from origin.
- Each particle's radial acceleration will vary along this [CurveTexture].
- Radial acceleration randomness ratio. Default value: [code]0[/code].
- Initial scale applied to each particle.
- Each particle's scale will vary along this [CurveTexture].
- Scale randomness ratio. Default value: [code]0[/code].
- Each particle's initial direction range from [code]+spread[/code] to [code]-spread[/code] degrees. Default value: [code]45[/code]. Applied to X/Z plane and Y/Z planes.
- Tangential acceleration applied to each particle. Tangential acceleration is perpendicular to the particle's velocity giving the particles a swirling motion.
- Each particle's tangential acceleration will vary along this [CurveTexture].
- Tangential acceleration randomness ratio. Default value: [code]0[/code].
- Trail particles' color will vary along this [GradientTexture].
- Emitter will emit [code]amount[/code] divided by [code]trail_divisor[/code] particles. The remaining particles will be used as trail(s).
- Trail particles' size will vary along this [CurveTexture].
Use with [method set_param], [method set_param_randomness], and [method set_param_texture] to set initial velocity properties.
Use with [method set_param], [method set_param_randomness], and [method set_param_texture] to set angular velocity properties.
Use with [method set_param], [method set_param_randomness], and [method set_param_texture] to set orbital_velocity properties.
Use with [method set_param], [method set_param_randomness], and [method set_param_texture] to set linear acceleration properties.
Use with [method set_param], [method set_param_randomness], and [method set_param_texture] to set radial acceleration properties.
Use with [method set_param], [method set_param_randomness], and [method set_param_texture] to set tangential acceleration properties.
Use with [method set_param], [method set_param_randomness], and [method set_param_texture] to set damping properties.
Use with [method set_param], [method set_param_randomness], and [method set_param_texture] to set angle properties.
Use with [method set_param], [method set_param_randomness], and [method set_param_texture] to set scale properties.
Use with [method set_param], [method set_param_randomness], and [method set_param_texture] to set hue_variation properties.
Use with [method set_param], [method set_param_randomness], and [method set_param_texture] to set animation speed properties.
Use with [method set_param], [method set_param_randomness], and [method set_param_texture] to set animation offset properties.
Use with [method set_flag] to set [member flag_align_y].
Use with [method set_flag] to set [member flag_rotate_y]
All particles will be emitted from a single point.
Particles will be emitted in the volume of a sphere.
Particles will be emitted in the volume of a box.
Particles will be emitted at a position determined by sampling a random point on the [member emission_point_texture]. Particle color will be modulated by [member emission_color_texture].
Particles will be emitted at a position determined by sampling a random point on the [member emission_point_texture]. Particle velocity and rotation will be set based on [member emission_normal_texture]. Particle color will be modulated by [member emission_color_texture].