Class ParticleProcessMaterial
Holds a particle configuration for GPUParticles2D or GPUParticles3D nodes.
- Inheritance
-
ParticleProcessMaterial
Remarks
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.
Properties
alpha_curve
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, 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.
var alpha_curve : Texture2D
Property Value
Remarks
angle_curve
Each particle's rotation will be animated along this CurveTexture.
var angle_curve : Texture2D
Property Value
Remarks
angle_max
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.
var angle_max : float = 0.0
Property Value
Remarks
angle_min
Minimum equivalent of angle_max.
var angle_min : float = 0.0
Property Value
Remarks
angular_velocity_curve
Each particle's angular velocity (rotation speed) will vary along this CurveTexture over its lifetime.
var angular_velocity_curve : Texture2D
Property Value
Remarks
angular_velocity_max
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.
var angular_velocity_max : float = 0.0
Property Value
Remarks
angular_velocity_min
Minimum equivalent of angular_velocity_max.
var angular_velocity_min : float = 0.0
Property Value
Remarks
anim_offset_curve
Each particle's animation offset will vary along this CurveTexture.
var anim_offset_curve : Texture2D
Property Value
Remarks
anim_offset_max
Maximum animation offset that corresponds to frame index in the texture. 0
is the first frame, 1
is the last one. See particles_animation.
var anim_offset_max : float = 0.0
Property Value
Remarks
anim_offset_min
Minimum equivalent of anim_offset_max.
var anim_offset_min : float = 0.0
Property Value
Remarks
anim_speed_curve
Each particle's animation speed will vary along this CurveTexture.
var anim_speed_curve : Texture2D
Property Value
Remarks
anim_speed_max
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 particles_anim_loop property if you want the animation to repeat.
var anim_speed_max : float = 0.0
Property Value
Remarks
anim_speed_min
Minimum equivalent of anim_speed_max.
var anim_speed_min : float = 0.0
Property Value
Remarks
attractor_interaction_enabled
If true
, interaction with particle attractors is enabled. In 3D, attraction only occurs within the area defined by the GPUParticles3D node's visibility_aabb.
var attractor_interaction_enabled : bool = true
Property Value
Remarks
collision_bounce
The particles' bounciness. Values range from 0
(no bounce) to 1
(full bounciness). Only effective if collision_mode is ParticleProcessMaterial.COLLISION_RIGID.
var collision_bounce : float
Property Value
Remarks
collision_friction
The particles' friction. Values range from 0
(frictionless) to 1
(maximum friction). Only effective if collision_mode is ParticleProcessMaterial.COLLISION_RIGID.
var collision_friction : float
Property Value
Remarks
collision_mode
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 visibility_aabb.
Note: 2D Particles can only collide with LightOccluder2D nodes, not PhysicsBody2D nodes.
var collision_mode : int = 0
Property Value
Remarks
collision_use_scale
If true
, collision_base_size is multiplied by the particle's effective scale (see scale_min, scale_max, scale_curve, and scale_over_velocity_curve).
var collision_use_scale : bool = false
Property Value
Remarks
color
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, 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.
var color : Color = Color(1, 1, 1, 1)
Property Value
Remarks
color_initial_ramp
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, 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.
var color_initial_ramp : Texture2D
Property Value
Remarks
color_ramp
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, 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.
var color_ramp : Texture2D
Property Value
Remarks
damping_curve
Damping will vary along this CurveTexture.
var damping_curve : Texture2D
Property Value
Remarks
damping_max
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.
var damping_max : float = 0.0
Property Value
Remarks
damping_min
Minimum equivalent of damping_max.
var damping_min : float = 0.0
Property Value
Remarks
direction
Unit vector specifying the particles' emission direction.
var direction : Vector3 = Vector3(1, 0, 0)
Property Value
Remarks
directional_velocity_curve
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.
var directional_velocity_curve : Texture2D
Property Value
Remarks
directional_velocity_max
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.
var directional_velocity_max : float
Property Value
Remarks
directional_velocity_min
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.
var directional_velocity_min : float
Property Value
Remarks
emission_box_extents
The box's extents if emission_shape is set to ParticleProcessMaterial.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.
var emission_box_extents : Vector3
Property Value
Remarks
emission_color_texture
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, 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.
var emission_color_texture : Texture2D
Property Value
Remarks
emission_curve
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, 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.
var emission_curve : Texture2D
Property Value
Remarks
emission_normal_texture
Particle velocity and rotation will be set by sampling this texture at the same point as the emission_point_texture. Used only in ParticleProcessMaterial.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.
var emission_normal_texture : Texture2D
Property Value
Remarks
emission_point_count
The number of emission points if emission_shape is set to ParticleProcessMaterial.EMISSION_SHAPE_POINTS or ParticleProcessMaterial.EMISSION_SHAPE_DIRECTED_POINTS.
var emission_point_count : int
Property Value
Remarks
emission_point_texture
Particles will be emitted at positions determined by sampling this texture at a random position. Used with ParticleProcessMaterial.EMISSION_SHAPE_POINTS and ParticleProcessMaterial.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.
var emission_point_texture : Texture2D
Property Value
Remarks
emission_ring_axis
The axis of the ring when using the emitter ParticleProcessMaterial.EMISSION_SHAPE_RING.
var emission_ring_axis : Vector3
Property Value
Remarks
emission_ring_cone_angle
The angle of the cone when using the emitter ParticleProcessMaterial.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.
var emission_ring_cone_angle : float
Property Value
Remarks
emission_ring_height
The height of the ring when using the emitter ParticleProcessMaterial.EMISSION_SHAPE_RING.
var emission_ring_height : float
Property Value
Remarks
emission_ring_inner_radius
The inner radius of the ring when using the emitter ParticleProcessMaterial.EMISSION_SHAPE_RING.
var emission_ring_inner_radius : float
Property Value
Remarks
emission_ring_radius
The radius of the ring when using the emitter ParticleProcessMaterial.EMISSION_SHAPE_RING.
var emission_ring_radius : float
Property Value
Remarks
emission_shape
Particles will be emitted inside this region. Use EmissionShape constants for values.
var emission_shape : int = 0
Property Value
Remarks
emission_shape_offset
The offset for the emission_shape, in local space.
var emission_shape_offset : Vector3 = Vector3(0, 0, 0)
Property Value
Remarks
emission_shape_scale
The scale of the emission_shape, in local space.
var emission_shape_scale : Vector3 = Vector3(1, 1, 1)
Property Value
Remarks
emission_sphere_radius
The sphere's radius if emission_shape is set to ParticleProcessMaterial.EMISSION_SHAPE_SPHERE.
var emission_sphere_radius : float
Property Value
Remarks
flatness
Amount of spread along the Y axis.
var flatness : float = 0.0
Property Value
Remarks
gravity
Gravity applied to every particle.
var gravity : Vector3 = Vector3(0, -9.8, 0)
Property Value
Remarks
hue_variation_curve
Each particle's hue will vary along this CurveTexture.
var hue_variation_curve : Texture2D
Property Value
Remarks
hue_variation_max
Maximum initial hue variation applied to each particle. It will shift the particle color's hue.
var hue_variation_max : float = 0.0
Property Value
Remarks
hue_variation_min
Minimum equivalent of hue_variation_max.
var hue_variation_min : float = 0.0
Property Value
Remarks
inherit_velocity_ratio
Percentage of the velocity of the respective GPUParticles2D or GPUParticles3D inherited by each particle when spawning.
var inherit_velocity_ratio : float = 0.0
Property Value
Remarks
initial_velocity_max
var initial_velocity_max : float = 0.0
Property Value
Remarks
initial_velocity_min
Minimum equivalent of initial_velocity_max.
var initial_velocity_min : float = 0.0
Property Value
Remarks
lifetime_randomness
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.
var lifetime_randomness : float = 0.0
Property Value
Remarks
linear_accel_curve
Each particle's linear acceleration will vary along this CurveTexture.
var linear_accel_curve : Texture2D
Property Value
Remarks
linear_accel_max
Maximum linear acceleration applied to each particle in the direction of motion.
var linear_accel_max : float = 0.0
Property Value
Remarks
linear_accel_min
Minimum equivalent of linear_accel_max.
var linear_accel_min : float = 0.0
Property Value
Remarks
orbit_velocity_curve
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.
var orbit_velocity_curve : Texture2D
Property Value
Remarks
orbit_velocity_max
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.
var orbit_velocity_max : float = 0.0
Property Value
Remarks
orbit_velocity_min
Minimum equivalent of orbit_velocity_max.
Note: Animated velocities will not be affected by damping, use velocity_limit_curve instead.
var orbit_velocity_min : float = 0.0
Property Value
Remarks
particle_flag_align_y
Align Y axis of particle with the direction of its velocity.
var particle_flag_align_y : bool = false
Property Value
Remarks
particle_flag_damping_as_friction
Changes the behavior of the damping properties from a linear deceleration to a deceleration based on speed percentage.
var particle_flag_damping_as_friction : bool = false
Property Value
Remarks
particle_flag_disable_z
If true
, particles will not move on the z axis.
var particle_flag_disable_z : bool = false
Property Value
Remarks
particle_flag_rotate_y
If true
, particles rotate around Y axis by angle_min.
var particle_flag_rotate_y : bool = false
Property Value
Remarks
radial_accel_curve
Each particle's radial acceleration will vary along this CurveTexture.
var radial_accel_curve : Texture2D
Property Value
Remarks
radial_accel_max
Maximum radial acceleration applied to each particle. Makes particle accelerate away from the origin or towards it if negative.
var radial_accel_max : float = 0.0
Property Value
Remarks
radial_accel_min
Minimum equivalent of radial_accel_max.
var radial_accel_min : float = 0.0
Property Value
Remarks
radial_velocity_curve
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.
var radial_velocity_curve : Texture2D
Property Value
Remarks
radial_velocity_max
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.
var radial_velocity_max : float = 0.0
Property Value
Remarks
radial_velocity_min
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.
var radial_velocity_min : float = 0.0
Property Value
Remarks
scale_curve
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.
var scale_curve : Texture2D
Property Value
Remarks
scale_max
Maximum initial scale applied to each particle.
var scale_max : float = 1.0
Property Value
Remarks
scale_min
Minimum equivalent of scale_max.
var scale_min : float = 1.0
Property Value
Remarks
scale_over_velocity_curve
Either a CurveTexture or a CurveXYZTexture that scales each particle based on its velocity.
var scale_over_velocity_curve : Texture2D
Property Value
Remarks
scale_over_velocity_max
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.
var scale_over_velocity_max : float = 0.0
Property Value
Remarks
scale_over_velocity_min
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.
var scale_over_velocity_min : float = 0.0
Property Value
Remarks
spread
Each particle's initial direction range from +spread
to -spread
degrees.
var spread : float = 45.0
Property Value
Remarks
sub_emitter_amount_at_collision
The amount of particles to spawn from the subemitter node when a collision occurs. When combined with ParticleProcessMaterial.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 amount or 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.
var sub_emitter_amount_at_collision : int
Property Value
Remarks
sub_emitter_amount_at_end
The amount of particles to spawn from the subemitter node when the particle expires.
Note: This value shouldn't exceed amount or 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.
var sub_emitter_amount_at_end : int
Property Value
Remarks
sub_emitter_amount_at_start
The amount of particles to spawn from the subemitter node when the particle spawns.
Note: This value shouldn't exceed amount or 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.
var sub_emitter_amount_at_start : int
Property Value
Remarks
sub_emitter_frequency
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 amount or 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.
var sub_emitter_frequency : float
Property Value
Remarks
sub_emitter_keep_velocity
If true
, the subemitter inherits the parent particle's velocity when it spawns.
var sub_emitter_keep_velocity : bool = false
Property Value
Remarks
sub_emitter_mode
The particle subemitter mode (see sub_emitter and sub_emitter).
var sub_emitter_mode : int = 0
Property Value
Remarks
tangential_accel_curve
Each particle's tangential acceleration will vary along this CurveTexture.
var tangential_accel_curve : Texture2D
Property Value
Remarks
tangential_accel_max
Maximum tangential acceleration applied to each particle. Tangential acceleration is perpendicular to the particle's velocity giving the particles a swirling motion.
var tangential_accel_max : float = 0.0
Property Value
Remarks
tangential_accel_min
Minimum equivalent of tangential_accel_max.
var tangential_accel_min : float = 0.0
Property Value
Remarks
turbulence_enabled
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.
var turbulence_enabled : bool = false
Property Value
Remarks
turbulence_influence_max
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.
var turbulence_influence_max : float = 0.1
Property Value
Remarks
turbulence_influence_min
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.
var turbulence_influence_min : float = 0.1
Property Value
Remarks
turbulence_influence_over_life
Each particle's amount of turbulence will be influenced along this CurveTexture over its life time.
var turbulence_influence_over_life : Texture2D
Property Value
Remarks
turbulence_initial_displacement_max
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.
var turbulence_initial_displacement_max : float = 0.0
Property Value
Remarks
turbulence_initial_displacement_min
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.
var turbulence_initial_displacement_min : float = 0.0
Property Value
Remarks
turbulence_noise_scale
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.
var turbulence_noise_scale : float = 9.0
Property Value
Remarks
turbulence_noise_speed
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.
var turbulence_noise_speed : Vector3 = Vector3(0, 0, 0)
Property Value
Remarks
turbulence_noise_speed_random
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.
var turbulence_noise_speed_random : float = 0.2
Property Value
Remarks
turbulence_noise_strength
The turbulence noise strength. Increasing this will result in a stronger, more contrasting, flow pattern.
var turbulence_noise_strength : float = 1.0
Property Value
Remarks
velocity_limit_curve
A CurveTexture that defines the maximum velocity of a particle during its lifetime.
var velocity_limit_curve : Texture2D
Property Value
Remarks
velocity_pivot
A pivot point used to calculate radial and orbital velocity of particles.
var velocity_pivot : Vector3 = Vector3(0, 0, 0)
Property Value
Remarks
Methods
get_param(int)
Qualifiers: const
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.
Vector2 get_param(int param)
Parameters
param
int
get_param_max(int)
Qualifiers: const
Returns the maximum value range for the given parameter.
float get_param_max(int param)
Parameters
param
int
get_param_min(int)
Qualifiers: const
Returns the minimum value range for the given parameter.
float get_param_min(int param)
Parameters
param
int
get_param_texture(int)
Qualifiers: const
Returns the Texture2D used by the specified parameter.
Texture2D get_param_texture(int param)
Parameters
param
int
get_particle_flag(int)
Qualifiers: const
Returns true
if the specified particle flag is enabled. See ParticleFlags for options.
bool get_particle_flag(int particle_flag)
Parameters
particle_flag
int
set_param(int, Vector2)
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.
void set_param(int param, Vector2 value)
Parameters
set_param_max(int, float)
Sets the maximum value range for the given parameter.
void set_param_max(int param, float value)
Parameters
set_param_min(int, float)
Sets the minimum value range for the given parameter.
void set_param_min(int param, float value)
Parameters
set_param_texture(int, Texture2D)
Sets the Texture2D for the specified Parameter.
void set_param_texture(int param, Texture2D texture)
Parameters
set_particle_flag(int, bool)
If true
, enables the specified particle flag. See ParticleFlags for options.
void set_particle_flag(int particle_flag, bool enable)
Parameters
Events
emission_shape_changed
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.
signal emission_shape_changed