Table of Contents

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

Texture2D

Remarks

angle_curve

Each particle's rotation will be animated along this CurveTexture.

var angle_curve : Texture2D

Property Value

Texture2D

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

float

Remarks

angle_min

Minimum equivalent of angle_max.

var angle_min : float = 0.0

Property Value

float

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

Texture2D

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

float

Remarks

angular_velocity_min

Minimum equivalent of angular_velocity_max.

var angular_velocity_min : float = 0.0

Property Value

float

Remarks

anim_offset_curve

Each particle's animation offset will vary along this CurveTexture.

var anim_offset_curve : Texture2D

Property Value

Texture2D

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

float

Remarks

anim_offset_min

Minimum equivalent of anim_offset_max.

var anim_offset_min : float = 0.0

Property Value

float

Remarks

anim_speed_curve

Each particle's animation speed will vary along this CurveTexture.

var anim_speed_curve : Texture2D

Property Value

Texture2D

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

float

Remarks

anim_speed_min

Minimum equivalent of anim_speed_max.

var anim_speed_min : float = 0.0

Property Value

float

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

bool

Remarks

  • void set_attractor_interaction_enabled(bool value)
  • bool is_attractor_interaction_enabled

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

float

Remarks

  • void set_collision_bounce(float value)
  • float get_collision_bounce

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

float

Remarks

  • void set_collision_friction(float value)
  • float get_collision_friction

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

int

Remarks

  • void set_collision_mode(int value)
  • int get_collision_mode

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

bool

Remarks

  • void set_collision_use_scale(bool value)
  • bool is_collision_using_scale

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

Color

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

Texture2D

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

Texture2D

Remarks

damping_curve

Damping will vary along this CurveTexture.

var damping_curve : Texture2D

Property Value

Texture2D

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

float

Remarks

damping_min

Minimum equivalent of damping_max.

var damping_min : float = 0.0

Property Value

float

Remarks

direction

Unit vector specifying the particles' emission direction.

var direction : Vector3 = Vector3(1, 0, 0)

Property Value

Vector3

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

Texture2D

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

float

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

float

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

Vector3

Remarks

  • void set_emission_box_extents(Vector3 value)
  • Vector3 get_emission_box_extents

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

Texture2D

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

Texture2D

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

Texture2D

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

int

Remarks

  • void set_emission_point_count(int value)
  • int get_emission_point_count

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

Texture2D

Remarks

emission_ring_axis

The axis of the ring when using the emitter ParticleProcessMaterial.EMISSION_SHAPE_RING.

var emission_ring_axis : Vector3

Property Value

Vector3

Remarks

  • void set_emission_ring_axis(Vector3 value)
  • Vector3 get_emission_ring_axis

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

float

Remarks

  • void set_emission_ring_cone_angle(float value)
  • float get_emission_ring_cone_angle

emission_ring_height

The height of the ring when using the emitter ParticleProcessMaterial.EMISSION_SHAPE_RING.

var emission_ring_height : float

Property Value

float

Remarks

  • void set_emission_ring_height(float value)
  • float get_emission_ring_height

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

float

Remarks

  • void set_emission_ring_inner_radius(float value)
  • float get_emission_ring_inner_radius

emission_ring_radius

The radius of the ring when using the emitter ParticleProcessMaterial.EMISSION_SHAPE_RING.

var emission_ring_radius : float

Property Value

float

Remarks

  • void set_emission_ring_radius(float value)
  • float get_emission_ring_radius

emission_shape

Particles will be emitted inside this region. Use EmissionShape constants for values.

var emission_shape : int = 0

Property Value

int

Remarks

  • void set_emission_shape(int value)
  • int get_emission_shape

emission_shape_offset

The offset for the emission_shape, in local space.

var emission_shape_offset : Vector3 = Vector3(0, 0, 0)

Property Value

Vector3

Remarks

  • void set_emission_shape_offset(Vector3 value)
  • Vector3 get_emission_shape_offset

emission_shape_scale

The scale of the emission_shape, in local space.

var emission_shape_scale : Vector3 = Vector3(1, 1, 1)

Property Value

Vector3

Remarks

  • void set_emission_shape_scale(Vector3 value)
  • Vector3 get_emission_shape_scale

emission_sphere_radius

The sphere's radius if emission_shape is set to ParticleProcessMaterial.EMISSION_SHAPE_SPHERE.

var emission_sphere_radius : float

Property Value

float

Remarks

  • void set_emission_sphere_radius(float value)
  • float get_emission_sphere_radius

flatness

Amount of spread along the Y axis.

var flatness : float = 0.0

Property Value

float

Remarks

  • void set_flatness(float value)
  • float get_flatness

gravity

Gravity applied to every particle.

var gravity : Vector3 = Vector3(0, -9.8, 0)

Property Value

Vector3

Remarks

hue_variation_curve

Each particle's hue will vary along this CurveTexture.

var hue_variation_curve : Texture2D

Property Value

Texture2D

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

float

Remarks

hue_variation_min

Minimum equivalent of hue_variation_max.

var hue_variation_min : float = 0.0

Property Value

float

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

float

Remarks

  • void set_inherit_velocity_ratio(float value)
  • float get_inherit_velocity_ratio

initial_velocity_max

Maximum initial velocity magnitude for each particle. Direction comes from direction and spread.

var initial_velocity_max : float = 0.0

Property Value

float

Remarks

initial_velocity_min

Minimum equivalent of initial_velocity_max.

var initial_velocity_min : float = 0.0

Property Value

float

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

float

Remarks

  • void set_lifetime_randomness(float value)
  • float get_lifetime_randomness

linear_accel_curve

Each particle's linear acceleration will vary along this CurveTexture.

var linear_accel_curve : Texture2D

Property Value

Texture2D

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

float

Remarks

linear_accel_min

Minimum equivalent of linear_accel_max.

var linear_accel_min : float = 0.0

Property Value

float

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

Texture2D

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

float

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

float

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

bool

Remarks

  • void set_particle_flag(int particle_flag, bool enable)
  • bool get_particle_flag(int particle_flag)

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

bool

Remarks

  • void set_particle_flag(int particle_flag, bool enable)
  • bool get_particle_flag(int particle_flag)

particle_flag_disable_z

If true, particles will not move on the z axis.

var particle_flag_disable_z : bool = false

Property Value

bool

Remarks

  • void set_particle_flag(int particle_flag, bool enable)
  • bool get_particle_flag(int particle_flag)

particle_flag_rotate_y

If true, particles rotate around Y axis by angle_min.

var particle_flag_rotate_y : bool = false

Property Value

bool

Remarks

  • void set_particle_flag(int particle_flag, bool enable)
  • bool get_particle_flag(int particle_flag)

radial_accel_curve

Each particle's radial acceleration will vary along this CurveTexture.

var radial_accel_curve : Texture2D

Property Value

Texture2D

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

float

Remarks

radial_accel_min

Minimum equivalent of radial_accel_max.

var radial_accel_min : float = 0.0

Property Value

float

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

Texture2D

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

float

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

float

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

Texture2D

Remarks

scale_max

Maximum initial scale applied to each particle.

var scale_max : float = 1.0

Property Value

float

Remarks

scale_min

Minimum equivalent of scale_max.

var scale_min : float = 1.0

Property Value

float

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

Texture2D

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

float

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

float

Remarks

spread

Each particle's initial direction range from +spread to -spread degrees.

var spread : float = 45.0

Property Value

float

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

int

Remarks

  • void set_sub_emitter_amount_at_collision(int value)
  • int get_sub_emitter_amount_at_collision

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

int

Remarks

  • void set_sub_emitter_amount_at_end(int value)
  • int get_sub_emitter_amount_at_end

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

int

Remarks

  • void set_sub_emitter_amount_at_start(int value)
  • int get_sub_emitter_amount_at_start

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

float

Remarks

  • void set_sub_emitter_frequency(float value)
  • float get_sub_emitter_frequency

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

bool

Remarks

  • void set_sub_emitter_keep_velocity(bool value)
  • bool get_sub_emitter_keep_velocity

sub_emitter_mode

The particle subemitter mode (see sub_emitter and sub_emitter).

var sub_emitter_mode : int = 0

Property Value

int

Remarks

  • void set_sub_emitter_mode(int value)
  • int get_sub_emitter_mode

tangential_accel_curve

Each particle's tangential acceleration will vary along this CurveTexture.

var tangential_accel_curve : Texture2D

Property Value

Texture2D

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

float

Remarks

tangential_accel_min

Minimum equivalent of tangential_accel_max.

var tangential_accel_min : float = 0.0

Property Value

float

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

bool

Remarks

  • void set_turbulence_enabled(bool value)
  • bool get_turbulence_enabled

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

float

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

float

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

Texture2D

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

float

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

float

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

float

Remarks

  • void set_turbulence_noise_scale(float value)
  • float get_turbulence_noise_scale

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

Vector3

Remarks

  • void set_turbulence_noise_speed(Vector3 value)
  • Vector3 get_turbulence_noise_speed

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

float

Remarks

  • void set_turbulence_noise_speed_random(float value)
  • float get_turbulence_noise_speed_random

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

float

Remarks

  • void set_turbulence_noise_strength(float value)
  • float get_turbulence_noise_strength

velocity_limit_curve

A CurveTexture that defines the maximum velocity of a particle during its lifetime.

var velocity_limit_curve : Texture2D

Property Value

Texture2D

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

Vector3

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

param int
value Vector2

set_param_max(int, float)

Sets the maximum value range for the given parameter.

void set_param_max(int param, float value)

Parameters

param int
value float

set_param_min(int, float)

Sets the minimum value range for the given parameter.

void set_param_min(int param, float value)

Parameters

param int
value float

set_param_texture(int, Texture2D)

Sets the Texture2D for the specified Parameter.

void set_param_texture(int param, Texture2D texture)

Parameters

param int
texture Texture2D

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

particle_flag int
enable bool

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