Particle Types¶
The particle type defines how particles move through space (e.g. velocity, acceleration) and how they look (e.g. size, color). Each particle emitter has a list of assigned particle types, which it will use for generating particles.
In the object browser, particle types are shown below the list of nodes. You can assign a particle type to a particle emitter by dragging and dropping it on the particle emitter in the node list:
Particle sub-types¶
To create complex effects it is often necessary for particles to be spawned after one another, for example a smoke particle created from a fire particle. In the object browser, drag & drop a particle type onto another particle type to make it a sub-type of the latter. This way, particles of the sub-type are generated at the positions of particles of the parent particle type. Note that the Primary property of sub-type’s emitter needs to be disabled.
Particle renderers¶
There are three types of particles, which determines how they are rendered in the scene. Each renderer has some additional options.
Sprite particle¶
The sprite renderer renders each particle as a separate sprite/quad.
- Sort criterion
How particles are sorted for rendering. For correct sorting when using alpha-blending, particles need to be sorted back-to-front by selecting Distance.
Trail particle¶
The trail renderer generates continuous trails along the path of particles with the same parent particle.
- Texture mode
How the texture is applied to the trail.
Stretch: The texture is stretched along the entire length of the trail.
Tile: The texture repeats if the trail becomes longer than one world unit.
Repeat per segment: The texture repeats for every particle.
- UV rotation
Orientation of the texture on the trail.
- UV factor
Can be used to scale and repeat the texture on the trail.
- Smooth
Generates a smooth curve with a specified number of segments along the path of particles if enabled. If disabled, each particle generates a new trail segments.
- Segments
Number of generated segments if Smooth is enabled.
Mesh particle¶
The mesh renderer renders each particles as a 3D mesh.
- Mesh
Which mesh is used to render particles.
- Sort criterion
How particles are sorted for rendering. For correct sorting when using alpha-blending, particles need to be sorted back-to-front by selecting Distance.
Properties¶
The following properties can be adjusted in the property window to influence the look and behavior of the particles.
General¶
Property |
Description |
|---|---|
Lifespan |
How long particles exist after being spawned by their emitter. |
Lifespan variance |
How much the lifespan varies between particles. |
Number |
How many particles of this type are spawned by the emitter. |
Position |
Motion path of particles, shown in the scene view if the property is selected. |
Motion path force |
How much particles are influenced by the motion path. Set to 0 to disable motion paths. |
Simulation space |
Whether the particle simulation is performed in global space or local space. In local space, particles follow their parent emitter. |
LOD Strategy |
How particles behave at different levels of detail. |
Visual¶
Property |
Description |
|---|---|
Material |
Material that particles use for rendering. The parameters of the active material can be accessed with . See particle materials for details. |
Renderer |
Renderer used to generate the particle geometry. Click to show additional options for each renderer. |
Layer |
Layer on which particles are drawn. Particles on upper layers occlude those on lower layers. |
Color |
Color of particles over their lifetime. Double-click or right-click the color gradient to add another color. Double-clicking a color marker lets you choose its color, right-clicking removes it. To change the position of color markers, drag them around using the mouse. |
Color variance |
How much the color varies between particles. |
Initial opacity |
Opacity of each particle when created. |
Opacity |
Opacity of each particle over its lifetime as a fraction of its initial opacity. |
Opacity variance |
How much the opacity varies between particles. |
Initial size |
Size of each particle when created. |
Size |
Size of each particle over its lifetime as a fraction of its initial size. |
Size variance |
How much the size varies between particles. |
Stretch |
How much particles are stretched based on their speed. |
Motion¶
Property |
Description |
|---|---|
Initial velocity |
How fast each particle is initially after being spawned by the emitter. |
Inherited velocity |
How much speed particles inherit from the parent particle or emitter. |
Velocity variance |
How much the speed varies between particles. |
Acceleration |
Linear acceleration applied to each particle over its lifetime. Positive values speed up particles, while negative values slow them down. |
Radial acceleration |
Acceleration of each particle towards the emitter over its lifetime. If you select negative values here, particles are repelled from the emitter. |
Alignment mode |
|
Rotation mode |
Whether the rotation property represents the exact rotation of particles or their angular velocity. |
Initial rotation |
Rotation of each particle when created, in degrees. For 3D effects, rotation is composed of roll, yaw and pitch. |
Rotation |
How particles rotate over time from their initial rotation. |
Rotation variance |
How much the rotation varies between particles. |
Angular velocity variance |
How much the angular velocity varies between particles. |
Rotation by speed |
How much particles rotate based on their velocity. |
Pivot |
Center of rotation, relative to the particle’s center. |
Physics¶
Property |
Description |
|---|---|
Physical size |
The relative size of particles for motion and collision calculations. |
Weight |
How strongly particles are affected by force fields. |
Bounce |
How strongly particles bounce off colliders after collisions. |
Friction |
How resistant particles are to sliding down colliders. |