ParticleProcessMaterial defines particle properties and behavior. It is used in the process_material
of the GPUParticles2D and GPUParticles3D nodes. Some of this material's properties are applied to each particle when emitted, while others can have a CurveTexture or a GradientTexture1D applied to vary numerical or color values over the lifetime of the particle.
Emitted when this material's emission shape is changed in any way. This includes changes to emission_shape, emission_shape_scale, or emission_sphere_radius, and any other property that affects the emission shape's offset, size, scale, or orientation.
Note: This signal is only emitted inside the editor for performance reasons.
PARAM_INITIAL_LINEAR_VELOCITY = 0
Use with set_param_min(), set_param_max(), and set_param_texture() to set initial velocity properties.
PARAM_ANGULAR_VELOCITY = 1
Use with set_param_min(), set_param_max(), and set_param_texture() to set angular velocity properties.
PARAM_ORBIT_VELOCITY = 2
Use with set_param_min(), set_param_max(), and set_param_texture() to set orbital velocity properties.
PARAM_LINEAR_ACCEL = 3
Use with set_param_min(), set_param_max(), and set_param_texture() to set linear acceleration properties.
PARAM_RADIAL_ACCEL = 4
Use with set_param_min(), set_param_max(), and set_param_texture() to set radial acceleration properties.
PARAM_TANGENTIAL_ACCEL = 5
Use with set_param_min(), set_param_max(), and set_param_texture() to set tangential acceleration properties.
PARAM_DAMPING = 6
Use with set_param_min(), set_param_max(), and set_param_texture() to set damping properties.
PARAM_ANGLE = 7
Use with set_param_min(), set_param_max(), and set_param_texture() to set angle properties.
PARAM_SCALE = 8
Use with set_param_min(), set_param_max(), and set_param_texture() to set scale properties.
PARAM_HUE_VARIATION = 9
Use with set_param_min(), set_param_max(), and set_param_texture() to set hue variation properties.
PARAM_ANIM_SPEED = 10
Use with set_param_min(), set_param_max(), and set_param_texture() to set animation speed properties.
PARAM_ANIM_OFFSET = 11
Use with set_param_min(), set_param_max(), and set_param_texture() to set animation offset properties.
PARAM_RADIAL_VELOCITY = 15
Use with set_param_min(), set_param_max(), and set_param_texture() to set radial velocity properties.
PARAM_DIRECTIONAL_VELOCITY = 16
Use with set_param_min(), set_param_max(), and set_param_texture() to set directional velocity properties.
PARAM_SCALE_OVER_VELOCITY = 17
Use with set_param_min(), set_param_max(), and set_param_texture() to set scale over velocity properties.
PARAM_MAX = 18
Represents the size of the Parameter enum.
PARAM_TURB_VEL_INFLUENCE = 13
Use with set_param_min() and set_param_max() to set the turbulence minimum und maximum influence on each particles velocity.
PARAM_TURB_INIT_DISPLACEMENT = 14
Use with set_param_min() and set_param_max() to set the turbulence minimum and maximum displacement of the particles spawn position.
PARAM_TURB_INFLUENCE_OVER_LIFE = 12
Use with set_param_texture() to set the turbulence influence over the particles life time.
PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY = 0
Use with set_particle_flag() to set particle_flag_align_y.
PARTICLE_FLAG_ROTATE_Y = 1
Use with set_particle_flag() to set particle_flag_rotate_y.
PARTICLE_FLAG_DISABLE_Z = 2
Use with set_particle_flag() to set particle_flag_disable_z.
PARTICLE_FLAG_DAMPING_AS_FRICTION = 3
There is currently no description for this enum. Please help us by contributing one!
PARTICLE_FLAG_MAX = 4
Represents the size of the ParticleFlags enum.
EMISSION_SHAPE_POINT = 0
All particles will be emitted from a single point.
EMISSION_SHAPE_SPHERE = 1
Particles will be emitted in the volume of a sphere.
EMISSION_SHAPE_SPHERE_SURFACE = 2
Particles will be emitted on the surface of a sphere.
EMISSION_SHAPE_BOX = 3
Particles will be emitted in the volume of a box.
EMISSION_SHAPE_POINTS = 4
Particles will be emitted at a position determined by sampling a random point on the emission_point_texture. Particle color will be modulated by emission_color_texture.
EMISSION_SHAPE_DIRECTED_POINTS = 5
Particles will be emitted at a position determined by sampling a random point on the emission_point_texture. Particle velocity and rotation will be set based on emission_normal_texture. Particle color will be modulated by emission_color_texture.
EMISSION_SHAPE_RING = 6
Particles will be emitted in a ring or cylinder.
EMISSION_SHAPE_MAX = 7
Represents the size of the EmissionShape enum.
SUB_EMITTER_DISABLED = 0
There is currently no description for this enum. Please help us by contributing one!
SUB_EMITTER_CONSTANT = 1
There is currently no description for this enum. Please help us by contributing one!
SUB_EMITTER_AT_END = 2
There is currently no description for this enum. Please help us by contributing one!
SUB_EMITTER_AT_COLLISION = 3
There is currently no description for this enum. Please help us by contributing one!
SUB_EMITTER_AT_START = 4
There is currently no description for this enum. Please help us by contributing one!
SUB_EMITTER_MAX = 5
Represents the size of the SubEmitterMode enum.
COLLISION_DISABLED = 0
No collision for particles. Particles will go through GPUParticlesCollision3D nodes.
COLLISION_RIGID = 1
RigidBody3D-style collision for particles using GPUParticlesCollision3D nodes.
COLLISION_HIDE_ON_CONTACT = 2
Hide particles instantly when colliding with a GPUParticlesCollision3D node. This can be combined with a subemitter that uses the COLLISION_RIGID collision mode to "replace" the parent particle with the subemitter on impact.
COLLISION_MAX = 3
Represents the size of the CollisionMode enum.
The alpha value of each particle's color will be multiplied by this CurveTexture over its lifetime.
Note: alpha_curve multiplies the particle mesh's vertex colors. To have a visible effect on a BaseMaterial3D, BaseMaterial3D.vertex_color_use_as_albedo must be true
. For a ShaderMaterial, ALBEDO *= COLOR.rgb;
must be inserted in the shader's fragment()
function. Otherwise, alpha_curve will have no visible effect.
Each particle's rotation will be animated along this CurveTexture.
Maximum initial rotation applied to each particle, in degrees.
Only applied when particle_flag_disable_z or particle_flag_rotate_y are true
or the BaseMaterial3D being used to draw the particle is using BaseMaterial3D.BILLBOARD_PARTICLES.
Minimum equivalent of angle_max.
Each particle's angular velocity (rotation speed) will vary along this CurveTexture over its lifetime.
Maximum initial angular velocity (rotation speed) applied to each particle in degrees per second.
Only applied when particle_flag_disable_z or particle_flag_rotate_y are true
or the BaseMaterial3D being used to draw the particle is using BaseMaterial3D.BILLBOARD_PARTICLES.
Minimum equivalent of angular_velocity_max.
Each particle's animation offset will vary along this CurveTexture.
Maximum animation offset that corresponds to frame index in the texture. 0
is the first frame, 1
is the last one. See CanvasItemMaterial.particles_animation.
Minimum equivalent of anim_offset_max.
Each particle's animation speed will vary along this CurveTexture.
Maximum particle animation speed. Animation speed of 1
means that the particles will make full 0
to 1
offset cycle during lifetime, 2
means 2
cycles etc.
With animation speed greater than 1
, remember to enable CanvasItemMaterial.particles_anim_loop property if you want the animation to repeat.
Minimum equivalent of anim_speed_max.
If true
, interaction with particle attractors is enabled. In 3D, attraction only occurs within the area defined by the GPUParticles3D node's GPUParticles3D.visibility_aabb.
The particles' bounciness. Values range from 0
(no bounce) to 1
(full bounciness). Only effective if collision_mode is COLLISION_RIGID.
The particles' friction. Values range from 0
(frictionless) to 1
(maximum friction). Only effective if collision_mode is COLLISION_RIGID.
The particles' collision mode.
Note: 3D Particles can only collide with GPUParticlesCollision3D nodes, not PhysicsBody3D nodes. To make particles collide with various objects, you can add GPUParticlesCollision3D nodes as children of PhysicsBody3D nodes. In 3D, collisions only occur within the area defined by the GPUParticles3D node's GPUParticles3D.visibility_aabb.
Note: 2D Particles can only collide with LightOccluder2D nodes, not PhysicsBody2D nodes.
If true
, GPUParticles3D.collision_base_size is multiplied by the particle's effective scale (see scale_min, scale_max, scale_curve, and scale_over_velocity_curve).
Each particle's initial color. If the GPUParticles2D's texture
is defined, it will be multiplied by this color.
Note: color multiplies the particle mesh's vertex colors. To have a visible effect on a BaseMaterial3D, BaseMaterial3D.vertex_color_use_as_albedo must be true
. For a ShaderMaterial, ALBEDO *= COLOR.rgb;
must be inserted in the shader's fragment()
function. Otherwise, color will have no visible effect.
Each particle's initial color will vary along this GradientTexture1D (multiplied with color).
Note: color_initial_ramp multiplies the particle mesh's vertex colors. To have a visible effect on a BaseMaterial3D, BaseMaterial3D.vertex_color_use_as_albedo must be true
. For a ShaderMaterial, ALBEDO *= COLOR.rgb;
must be inserted in the shader's fragment()
function. Otherwise, color_initial_ramp will have no visible effect.
Each particle's color will vary along this GradientTexture1D over its lifetime (multiplied with color).
Note: color_ramp multiplies the particle mesh's vertex colors. To have a visible effect on a BaseMaterial3D, BaseMaterial3D.vertex_color_use_as_albedo must be true
. For a ShaderMaterial, ALBEDO *= COLOR.rgb;
must be inserted in the shader's fragment()
function. Otherwise, color_ramp will have no visible effect.
Damping will vary along this CurveTexture.
The maximum rate at which particles lose velocity. For example value of 100
means that the particle will go from 100
velocity to 0
in 1
second.
Minimum equivalent of damping_max.
Unit vector specifying the particles' emission direction.
A curve that specifies the velocity along each of the axes of the particle system along its lifetime.
Note: Animated velocities will not be affected by damping, use velocity_limit_curve instead.
Maximum directional velocity value, which is multiplied by directional_velocity_curve.
Note: Animated velocities will not be affected by damping, use velocity_limit_curve instead.
Minimum directional velocity value, which is multiplied by directional_velocity_curve.
Note: Animated velocities will not be affected by damping, use velocity_limit_curve instead.
The box's extents if emission_shape is set to EMISSION_SHAPE_BOX.
Note: emission_box_extents starts from the center point and applies the X, Y, and Z values in both directions. The size is twice the area of the extents.
Particle color will be modulated by color determined by sampling this texture at the same point as the emission_point_texture.
Note: emission_color_texture multiplies the particle mesh's vertex colors. To have a visible effect on a BaseMaterial3D, BaseMaterial3D.vertex_color_use_as_albedo must be true
. For a ShaderMaterial, ALBEDO *= COLOR.rgb;
must be inserted in the shader's fragment()
function. Otherwise, emission_color_texture will have no visible effect.
Each particle's color will be multiplied by this CurveTexture over its lifetime.
Note: emission_curve multiplies the particle mesh's vertex colors. To have a visible effect on a BaseMaterial3D, BaseMaterial3D.vertex_color_use_as_albedo must be true
. For a ShaderMaterial, ALBEDO *= COLOR.rgb;
must be inserted in the shader's fragment()
function. Otherwise, emission_curve will have no visible effect.
Particle velocity and rotation will be set by sampling this texture at the same point as the emission_point_texture. Used only in EMISSION_SHAPE_DIRECTED_POINTS. 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 emission_shape is set to EMISSION_SHAPE_POINTS or EMISSION_SHAPE_DIRECTED_POINTS.
Particles will be emitted at positions determined by sampling this texture at a random position. Used with EMISSION_SHAPE_POINTS and EMISSION_SHAPE_DIRECTED_POINTS. Can be created automatically from mesh or node by selecting "Create Emission Points from Mesh/Node" under the "Particles" tool in the toolbar.
The axis of the ring when using the emitter EMISSION_SHAPE_RING.
The angle of the cone when using the emitter EMISSION_SHAPE_RING. The default angle of 90 degrees results in a ring, while an angle of 0 degrees results in a cone. Intermediate values will result in a ring where one end is larger than the other.
Note: Depending on emission_ring_height, the angle may be clamped if the ring's end is reached to form a perfect cone.
The height of the ring when using the emitter EMISSION_SHAPE_RING.
The inner radius of the ring when using the emitter EMISSION_SHAPE_RING.
The radius of the ring when using the emitter EMISSION_SHAPE_RING.
Particles will be emitted inside this region. Use EmissionShape constants for values.
The offset for the emission_shape, in local space.
The scale of the emission_shape, in local space.
The sphere's radius if emission_shape is set to EMISSION_SHAPE_SPHERE.
Amount of spread along the Y axis.
Gravity applied to every particle.
Each particle's hue will vary along this CurveTexture.
Maximum initial hue variation applied to each particle. It will shift the particle color's hue.
Minimum equivalent of hue_variation_max.
Percentage of the velocity of the respective GPUParticles2D or GPUParticles3D inherited by each particle when spawning.
Maximum initial velocity magnitude for each particle. Direction comes from direction and spread.
Minimum equivalent of initial_velocity_max.
Particle lifetime randomness ratio. The equation for the lifetime of a particle is lifetime * (1.0 - randf() * lifetime_randomness)
. For example, a lifetime_randomness of 0.4
scales the lifetime between 0.6
to 1.0
of its original value.
Each particle's linear acceleration will vary along this CurveTexture.
Maximum linear acceleration applied to each particle in the direction of motion.
Minimum equivalent of linear_accel_max.
Each particle's orbital velocity will vary along this CurveTexture.
Note: For 3D orbital velocity, use a CurveXYZTexture.
Note: Animated velocities will not be affected by damping, use velocity_limit_curve instead.
Maximum orbital velocity applied to each particle. Makes the particles circle around origin. Specified in number of full rotations around origin per second.
Note: Animated velocities will not be affected by damping, use velocity_limit_curve instead.
Minimum equivalent of orbit_velocity_max.
Note: Animated velocities will not be affected by damping, use velocity_limit_curve instead.
Align Y axis of particle with the direction of its velocity.
Changes the behavior of the damping properties from a linear deceleration to a deceleration based on speed percentage.
If true
, particles will not move on the z axis.
If true
, particles rotate around Y axis by angle_min.
Each particle's radial acceleration will vary along this CurveTexture.
Maximum radial acceleration applied to each particle. Makes particle accelerate away from the origin or towards it if negative.
Minimum equivalent of radial_accel_max.
A CurveTexture that defines the velocity over the particle's lifetime away (or toward) the velocity_pivot.
Note: Animated velocities will not be affected by damping, use velocity_limit_curve instead.
Maximum radial velocity applied to each particle. Makes particles move away from the velocity_pivot, or toward it if negative.
Note: Animated velocities will not be affected by damping, use velocity_limit_curve instead.
Minimum radial velocity applied to each particle. Makes particles move away from the velocity_pivot, or toward it if negative.
Note: Animated velocities will not be affected by damping, use velocity_limit_curve instead.
Each particle's scale will vary along this CurveTexture over its lifetime. If a CurveXYZTexture is supplied instead, the scale will be separated per-axis.
Maximum initial scale applied to each particle.
Minimum equivalent of scale_max.
Either a CurveTexture or a CurveXYZTexture that scales each particle based on its velocity.
Maximum velocity value reference for scale_over_velocity_curve.
scale_over_velocity_curve will be interpolated between scale_over_velocity_min and scale_over_velocity_max.
Minimum velocity value reference for scale_over_velocity_curve.
scale_over_velocity_curve will be interpolated between scale_over_velocity_min and scale_over_velocity_max.
Each particle's initial direction range from +spread
to -spread
degrees.
The amount of particles to spawn from the subemitter node when a collision occurs. When combined with COLLISION_HIDE_ON_CONTACT on the main particles material, this can be used to achieve effects such as raindrops hitting the ground.
Note: This value shouldn't exceed GPUParticles2D.amount or GPUParticles3D.amount defined on the subemitter node (not the main node), relative to the subemitter's particle lifetime. If the number of particles is exceeded, no new particles will spawn from the subemitter until enough particles have expired.
The amount of particles to spawn from the subemitter node when the particle expires.
Note: This value shouldn't exceed GPUParticles2D.amount or GPUParticles3D.amount defined on the subemitter node (not the main node), relative to the subemitter's particle lifetime. If the number of particles is exceeded, no new particles will spawn from the subemitter until enough particles have expired.
The amount of particles to spawn from the subemitter node when the particle spawns.
Note: This value shouldn't exceed GPUParticles2D.amount or GPUParticles3D.amount defined on the subemitter node (not the main node), relative to the subemitter's particle lifetime. If the number of particles is exceeded, no new particles will spawn from the subemitter until enough particles have expired.
The frequency at which particles should be emitted from the subemitter node. One particle will be spawned every sub_emitter_frequency seconds.
Note: This value shouldn't exceed GPUParticles2D.amount or GPUParticles3D.amount defined on the subemitter node (not the main node), relative to the subemitter's particle lifetime. If the number of particles is exceeded, no new particles will spawn from the subemitter until enough particles have expired.
If true
, the subemitter inherits the parent particle's velocity when it spawns.
The particle subemitter mode (see GPUParticles2D.sub_emitter and GPUParticles3D.sub_emitter).
Each particle's tangential acceleration will vary along this CurveTexture.
Maximum tangential acceleration applied to each particle. Tangential acceleration is perpendicular to the particle's velocity giving the particles a swirling motion.
Minimum equivalent of tangential_accel_max.
If true
, enables turbulence for the particle system. Turbulence can be used to vary particle movement according to its position (based on a 3D noise pattern). In 3D, GPUParticlesAttractorVectorField3D with NoiseTexture3D can be used as an alternative to turbulence that works in world space and with multiple particle systems reacting in the same way.
Note: Enabling turbulence has a high performance cost on the GPU. Only enable turbulence on a few particle systems at once at most, and consider disabling it when targeting mobile/web platforms.
Maximum turbulence influence on each particle.
The actual amount of turbulence influence on each particle is calculated as a random value between turbulence_influence_min and turbulence_influence_max and multiplied by the amount of turbulence influence from turbulence_influence_over_life.
Minimum turbulence influence on each particle.
The actual amount of turbulence influence on each particle is calculated as a random value between turbulence_influence_min and turbulence_influence_max and multiplied by the amount of turbulence influence from turbulence_influence_over_life.
Each particle's amount of turbulence will be influenced along this CurveTexture over its life time.
Maximum displacement of each particle's spawn position by the turbulence.
The actual amount of displacement will be a factor of the underlying turbulence multiplied by a random value between turbulence_initial_displacement_min and turbulence_initial_displacement_max.
Minimum displacement of each particle's spawn position by the turbulence.
The actual amount of displacement will be a factor of the underlying turbulence multiplied by a random value between turbulence_initial_displacement_min and turbulence_initial_displacement_max.
This value controls the overall scale/frequency of the turbulence noise pattern.
A small scale will result in smaller features with more detail while a high scale will result in smoother noise with larger features.
A scrolling velocity for the turbulence field. This sets a directional trend for the pattern to move in over time.
The default value of Vector3(0, 0, 0)
turns off the scrolling.
The in-place rate of change of the turbulence field. This defines how quickly the noise pattern varies over time.
A value of 0.0 will result in a fixed pattern.
The turbulence noise strength. Increasing this will result in a stronger, more contrasting, flow pattern.
A CurveTexture that defines the maximum velocity of a particle during its lifetime.
A pivot point used to calculate radial and orbital velocity of particles.
Returns the minimum and maximum values of the given param
as a vector.
The x
component of the returned vector corresponds to minimum and the y
component corresponds to maximum.
Returns the maximum value range for the given parameter.
Returns the minimum value range for the given parameter.
Returns the Texture2D used by the specified parameter.
Returns true
if the specified particle flag is enabled. See ParticleFlags for options.
Sets the minimum and maximum values of the given param
.
The x
component of the argument vector corresponds to minimum and the y
component corresponds to maximum.
Sets the maximum value range for the given parameter.
Sets the minimum value range for the given parameter.
If true
, enables the specified particle flag. See ParticleFlags for options.