Class reference
ParticleProcessMaterial
Inherits Material
Holds a particle configuration for GPUParticles2D or GPUParticles3D nodes.
Description
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
Texture2D alpha_curve
Texture2D alpha_curveThe 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.
Texture2D angle_curve
Texture2D angle_curveEach particle's rotation will be animated along this CurveTexture.
float angle_max = 0.0
float angle_max = 0.0Maximum 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.
float angle_min = 0.0
float angle_min = 0.0Minimum equivalent of angle_max.
Texture2D angular_velocity_curve
Texture2D angular_velocity_curveEach particle's angular velocity (rotation speed) will vary along this CurveTexture over its lifetime.
float angular_velocity_max = 0.0
float angular_velocity_max = 0.0Maximum 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.
float angular_velocity_min = 0.0
float angular_velocity_min = 0.0Minimum equivalent of angular_velocity_max.
Texture2D anim_offset_curve
Texture2D anim_offset_curveEach particle's animation offset will vary along this CurveTexture.
float anim_offset_max = 0.0
float anim_offset_max = 0.0Maximum animation offset that corresponds to frame index in the texture. 0 is the first frame, 1 is the last one. See CanvasItemMaterial.particles_animation.
float anim_offset_min = 0.0
float anim_offset_min = 0.0Minimum equivalent of anim_offset_max.
Texture2D anim_speed_curve
Texture2D anim_speed_curveEach particle's animation speed will vary along this CurveTexture.
float anim_speed_max = 0.0
float anim_speed_max = 0.0Maximum 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.
float anim_speed_min = 0.0
float anim_speed_min = 0.0Minimum equivalent of anim_speed_max.
bool attractor_interaction_enabled = true
bool attractor_interaction_enabled = trueIf true, interaction with particle attractors is enabled. In 3D, attraction only occurs within the area defined by the GPUParticles3D node's GPUParticles3D.visibility_aabb.
float collision_bounce
float collision_bounceThe particles' bounciness. Values range from 0 (no bounce) to 1 (full bounciness). Only effective if collision_mode is COLLISION_RIGID.
float collision_friction
float collision_frictionThe particles' friction. Values range from 0 (frictionless) to 1 (maximum friction). Only effective if collision_mode is COLLISION_RIGID.
int collision_mode = 0
int collision_mode = 0The 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.
bool collision_use_scale = false
bool collision_use_scale = falseIf 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).
Color color = Color(1, 1, 1, 1)
Color color = Color(1, 1, 1, 1)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.
Texture2D color_initial_ramp
Texture2D color_initial_rampEach 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.
Texture2D color_ramp
Texture2D color_rampEach 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.
Texture2D damping_curve
Texture2D damping_curveDamping will vary along this CurveTexture.
float damping_max = 0.0
float damping_max = 0.0The 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.
float damping_min = 0.0
float damping_min = 0.0Minimum equivalent of damping_max.
Vector3 direction = Vector3(1, 0, 0)
Vector3 direction = Vector3(1, 0, 0)Unit vector specifying the particles' emission direction.
Texture2D directional_velocity_curve
Texture2D directional_velocity_curveA 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.
float directional_velocity_max
float directional_velocity_maxMaximum directional velocity value, which is multiplied by directional_velocity_curve. Note: Animated velocities will not be affected by damping, use velocity_limit_curve instead.
float directional_velocity_min
float directional_velocity_minMinimum directional velocity value, which is multiplied by directional_velocity_curve. Note: Animated velocities will not be affected by damping, use velocity_limit_curve instead.
Vector3 emission_box_extents
Vector3 emission_box_extentsThe 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.
Texture2D emission_color_texture
Texture2D emission_color_textureParticle 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.
Texture2D emission_curve
Texture2D emission_curveEach 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.
Texture2D emission_normal_texture
Texture2D emission_normal_textureParticle 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.
int emission_point_count
int emission_point_countThe number of emission points if emission_shape is set to EMISSION_SHAPE_POINTS or EMISSION_SHAPE_DIRECTED_POINTS.
Texture2D emission_point_texture
Texture2D emission_point_textureParticles 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.
Vector3 emission_ring_axis
Vector3 emission_ring_axisThe axis of the ring when using the emitter EMISSION_SHAPE_RING.
float emission_ring_cone_angle
float emission_ring_cone_angleThe 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.
float emission_ring_height
float emission_ring_heightThe height of the ring when using the emitter EMISSION_SHAPE_RING.
float emission_ring_inner_radius
float emission_ring_inner_radiusThe inner radius of the ring when using the emitter EMISSION_SHAPE_RING.
float emission_ring_radius
float emission_ring_radiusThe radius of the ring when using the emitter EMISSION_SHAPE_RING.
int emission_shape = 0
int emission_shape = 0Particles will be emitted inside this region.
Vector3 emission_shape_offset = Vector3(0, 0, 0)
Vector3 emission_shape_offset = Vector3(0, 0, 0)The offset for the emission_shape, in local space.
Vector3 emission_shape_scale = Vector3(1, 1, 1)
Vector3 emission_shape_scale = Vector3(1, 1, 1)The scale of the emission_shape, in local space.
float emission_sphere_radius
float emission_sphere_radiusThe sphere's radius if emission_shape is set to EMISSION_SHAPE_SPHERE.
float flatness = 0.0
float flatness = 0.0Amount of spread along the Y axis.
Vector3 gravity = Vector3(0, -9.8, 0)
Vector3 gravity = Vector3(0, -9.8, 0)Gravity applied to every particle.
Texture2D hue_variation_curve
Texture2D hue_variation_curveEach particle's hue will vary along this CurveTexture.
float hue_variation_max = 0.0
float hue_variation_max = 0.0Maximum initial hue variation applied to each particle. It will shift the particle color's hue.
float hue_variation_min = 0.0
float hue_variation_min = 0.0Minimum equivalent of hue_variation_max.
float inherit_velocity_ratio = 0.0
float inherit_velocity_ratio = 0.0Percentage of the velocity of the respective GPUParticles2D or GPUParticles3D inherited by each particle when spawning.
float initial_velocity_max = 0.0
float initial_velocity_max = 0.0Maximum initial velocity magnitude for each particle. Direction comes from direction and spread.
float initial_velocity_min = 0.0
float initial_velocity_min = 0.0Minimum equivalent of initial_velocity_max.
float lifetime_randomness = 0.0
float lifetime_randomness = 0.0Particle 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.
Texture2D linear_accel_curve
Texture2D linear_accel_curveEach particle's linear acceleration will vary along this CurveTexture.
float linear_accel_max = 0.0
float linear_accel_max = 0.0Maximum linear acceleration applied to each particle in the direction of motion.
float linear_accel_min = 0.0
float linear_accel_min = 0.0Minimum equivalent of linear_accel_max.
Texture2D orbit_velocity_curve
Texture2D orbit_velocity_curveEach 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.
float orbit_velocity_max = 0.0
float orbit_velocity_max = 0.0Maximum 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.
float orbit_velocity_min = 0.0
float orbit_velocity_min = 0.0Minimum equivalent of orbit_velocity_max. Note: Animated velocities will not be affected by damping, use velocity_limit_curve instead.
bool particle_flag_align_y = false
bool particle_flag_align_y = falseAlign Y axis of particle with the direction of its velocity.
bool particle_flag_damping_as_friction = false
bool particle_flag_damping_as_friction = falseChanges the behavior of the damping properties from a linear deceleration to a deceleration based on speed percentage.
bool particle_flag_disable_z = false
bool particle_flag_disable_z = falseIf true, particles will not move on the z axis.
bool particle_flag_rotate_y = false
bool particle_flag_rotate_y = falseIf true, particles rotate around Y axis by angle_min.
Texture2D radial_accel_curve
Texture2D radial_accel_curveEach particle's radial acceleration will vary along this CurveTexture.
float radial_accel_max = 0.0
float radial_accel_max = 0.0Maximum radial acceleration applied to each particle. Makes particle accelerate away from the origin or towards it if negative.
float radial_accel_min = 0.0
float radial_accel_min = 0.0Minimum equivalent of radial_accel_max.
Texture2D radial_velocity_curve
Texture2D radial_velocity_curveA 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.
float radial_velocity_max = 0.0
float radial_velocity_max = 0.0Maximum 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.
float radial_velocity_min = 0.0
float radial_velocity_min = 0.0Minimum 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.
Texture2D scale_curve
Texture2D scale_curveEach particle's scale will vary along this CurveTexture over its lifetime. If a CurveXYZTexture is supplied instead, the scale will be separated per-axis.
float scale_max = 1.0
float scale_max = 1.0Maximum initial scale applied to each particle.
float scale_min = 1.0
float scale_min = 1.0Minimum equivalent of scale_max.
Texture2D scale_over_velocity_curve
Texture2D scale_over_velocity_curveEither a CurveTexture or a CurveXYZTexture that scales each particle based on its velocity.
float scale_over_velocity_max = 0.0
float scale_over_velocity_max = 0.0Maximum 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.
float scale_over_velocity_min = 0.0
float scale_over_velocity_min = 0.0Minimum 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.
float spread = 45.0
float spread = 45.0Each particle's initial direction range from +spread to -spread degrees.
int sub_emitter_amount_at_collision
int sub_emitter_amount_at_collisionThe 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.
int sub_emitter_amount_at_end
int sub_emitter_amount_at_endThe 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.
int sub_emitter_amount_at_start
int sub_emitter_amount_at_startThe 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.
float sub_emitter_frequency
float sub_emitter_frequencyThe 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.
bool sub_emitter_keep_velocity = false
bool sub_emitter_keep_velocity = falseIf true, the subemitter inherits the parent particle's velocity when it spawns.
int sub_emitter_mode = 0
int sub_emitter_mode = 0The particle subemitter mode (see GPUParticles2D.sub_emitter and GPUParticles3D.sub_emitter).
Texture2D tangential_accel_curve
Texture2D tangential_accel_curveEach particle's tangential acceleration will vary along this CurveTexture.
float tangential_accel_max = 0.0
float tangential_accel_max = 0.0Maximum tangential acceleration applied to each particle. Tangential acceleration is perpendicular to the particle's velocity giving the particles a swirling motion.
float tangential_accel_min = 0.0
float tangential_accel_min = 0.0Minimum equivalent of tangential_accel_max.
bool turbulence_enabled = false
bool turbulence_enabled = falseIf 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.
float turbulence_influence_max = 0.1
float turbulence_influence_max = 0.1Maximum 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.
float turbulence_influence_min = 0.1
float turbulence_influence_min = 0.1Minimum 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.
Texture2D turbulence_influence_over_life
Texture2D turbulence_influence_over_lifeEach particle's amount of turbulence will be influenced along this CurveTexture over its life time.
float turbulence_initial_displacement_max = 0.0
float turbulence_initial_displacement_max = 0.0Maximum 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.
float turbulence_initial_displacement_min = 0.0
float turbulence_initial_displacement_min = 0.0Minimum 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.
float turbulence_noise_scale = 9.0
float turbulence_noise_scale = 9.0This 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.
Vector3 turbulence_noise_speed = Vector3(0, 0, 0)
Vector3 turbulence_noise_speed = Vector3(0, 0, 0)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.
float turbulence_noise_speed_random = 0.2
float turbulence_noise_speed_random = 0.2The 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.
float turbulence_noise_strength = 1.0
float turbulence_noise_strength = 1.0The turbulence noise strength. Increasing this will result in a stronger, more contrasting, flow pattern.
Texture2D velocity_limit_curve
Texture2D velocity_limit_curveA CurveTexture that defines the maximum velocity of a particle during its lifetime.
Vector3 velocity_pivot = Vector3(0, 0, 0)
Vector3 velocity_pivot = Vector3(0, 0, 0)A pivot point used to calculate radial and orbital velocity of particles.
Methods
Vector2 get_param(int param) const
Vector2 get_param(int param) constReturns 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.
float get_param_max(int param) const
float get_param_max(int param) constReturns the maximum value range for the given parameter.
float get_param_min(int param) const
float get_param_min(int param) constReturns the minimum value range for the given parameter.
Texture2D get_param_texture(int param) const
Texture2D get_param_texture(int param) constReturns the Texture2D used by the specified parameter.
bool get_particle_flag(int particle_flag) const
bool get_particle_flag(int particle_flag) constReturns true if the specified particle flag is enabled.
void set_param(int param, Vector2 value)
int param, Vector2 value)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_max(int param, float value)
int param, float value)Sets the maximum value range for the given parameter.
void set_param_min(int param, float value)
int param, float value)Sets the minimum value range for the given parameter.
void set_param_texture(int param, Texture2D texture)
int param, Texture2D texture)void set_particle_flag(int particle_flag, bool enable)
int particle_flag, bool enable)Sets the particle_flag to enable.
Signals
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.
Constants
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.
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
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.
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.
SUB_EMITTER_DISABLED = 0
SUB_EMITTER_CONSTANT = 1
SUB_EMITTER_AT_END = 2
SUB_EMITTER_AT_COLLISION = 3
SUB_EMITTER_AT_START = 4
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.