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GPUParticles3D
Inherits: GeometryInstance3D < VisualInstance3D < Node3D < Node < Object
A 3D particle emitter.
Description
3D particle node used to create a variety of particle systems and effects. GPUParticles3D features an emitter that generates some number of particles at a given rate.
Use process_material to add a ParticleProcessMaterial to configure particle appearance and behavior. Alternatively, you can add a ShaderMaterial which will be applied to all particles.
Tutorials
Properties
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Methods
capture_aabb() const |
|
void |
convert_from_particles(particles: Node) |
void |
emit_particle(xform: Transform3D, velocity: Vector3, color: Color, custom: Color, flags: int) |
get_draw_pass_mesh(pass: int) const |
|
void |
restart() |
void |
set_draw_pass_mesh(pass: int, mesh: Mesh) |
Signals
finished() 🔗
Emitted when all active particles have finished processing. To immediately restart the emission cycle, call restart.
This signal is never emitted when one_shot is disabled, as particles will be emitted and processed continuously.
Note: For one_shot emitters, due to the particles being computed on the GPU, there may be a short period after receiving the signal during which setting emitting to true
will not restart the emission cycle. This delay is avoided by instead calling restart.
Enumerations
enum DrawOrder: 🔗
DrawOrder DRAW_ORDER_INDEX = 0
Particles are drawn in the order emitted.
DrawOrder DRAW_ORDER_LIFETIME = 1
Particles are drawn in order of remaining lifetime. In other words, the particle with the highest lifetime is drawn at the front.
DrawOrder DRAW_ORDER_REVERSE_LIFETIME = 2
Particles are drawn in reverse order of remaining lifetime. In other words, the particle with the lowest lifetime is drawn at the front.
DrawOrder DRAW_ORDER_VIEW_DEPTH = 3
Particles are drawn in order of depth.
enum EmitFlags: 🔗
EmitFlags EMIT_FLAG_POSITION = 1
Particle starts at the specified position.
EmitFlags EMIT_FLAG_ROTATION_SCALE = 2
Particle starts with specified rotation and scale.
EmitFlags EMIT_FLAG_VELOCITY = 4
Particle starts with the specified velocity vector, which defines the emission direction and speed.
EmitFlags EMIT_FLAG_COLOR = 8
Particle starts with specified color.
EmitFlags EMIT_FLAG_CUSTOM = 16
Particle starts with specified CUSTOM
data.
enum TransformAlign: 🔗
TransformAlign TRANSFORM_ALIGN_DISABLED = 0
There is currently no description for this enum. Please help us by contributing one!
TransformAlign TRANSFORM_ALIGN_Z_BILLBOARD = 1
There is currently no description for this enum. Please help us by contributing one!
TransformAlign TRANSFORM_ALIGN_Y_TO_VELOCITY = 2
There is currently no description for this enum. Please help us by contributing one!
TransformAlign TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY = 3
There is currently no description for this enum. Please help us by contributing one!
Constants
MAX_DRAW_PASSES = 4
🔗
Maximum number of draw passes supported.
Property Descriptions
The number of particles to emit in one emission cycle. The effective emission rate is (amount * amount_ratio) / lifetime
particles per second. Higher values will increase GPU requirements, even if not all particles are visible at a given time or if amount_ratio is decreased.
Note: Changing this value will cause the particle system to restart. To avoid this, change amount_ratio instead.
The ratio of particles that should actually be emitted. If set to a value lower than 1.0
, this will set the amount of emitted particles throughout the lifetime to amount * amount_ratio
. Unlike changing amount, changing amount_ratio while emitting does not affect already-emitted particles and doesn't cause the particle system to restart. amount_ratio can be used to create effects that make the number of emitted particles vary over time.
Note: Reducing the amount_ratio has no performance benefit, since resources need to be allocated and processed for the total amount of particles regardless of the amount_ratio. If you don't intend to change the number of particles emitted while the particles are emitting, make sure amount_ratio is set to 1
and change amount to your liking instead.
float collision_base_size = 0.01
🔗
The base diameter for particle collision in meters. If particles appear to sink into the ground when colliding, increase this value. If particles appear to float when colliding, decrease this value. Only effective if ParticleProcessMaterial.collision_mode is ParticleProcessMaterial.COLLISION_RIGID or ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT.
Note: Particles always have a spherical collision shape.
Particle draw order. Uses DrawOrder values.
Note: DRAW_ORDER_INDEX is the only option that supports motion vectors for effects like TAA. It is suggested to use this draw order if the particles are opaque to fix ghosting artifacts.
Mesh that is drawn for the first draw pass.
Mesh that is drawn for the second draw pass.
Mesh that is drawn for the third draw pass.
Mesh that is drawn for the fourth draw pass.
The number of draw passes when rendering particles.
There is currently no description for this property. Please help us by contributing one!
If true
, particles are being emitted. emitting can be used to start and stop particles from emitting. However, if one_shot is true
setting emitting to true
will not restart the emission cycle unless all active particles have finished processing. Use the finished signal to be notified once all active particles finish processing.
Note: For one_shot emitters, due to the particles being computed on the GPU, there may be a short period after receiving the finished signal during which setting this to true
will not restart the emission cycle.
Tip: If your one_shot emitter needs to immediately restart emitting particles once finished signal is received, consider calling restart instead of setting emitting.
Time ratio between each emission. If 0
, particles are emitted continuously. If 1
, all particles are emitted simultaneously.
The particle system's frame rate is fixed to a value. For example, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the simulation of the particle system itself.
If true
, results in fractional delta calculation which has a smoother particles display effect.
Causes all the particles in this node to interpolate towards the end of their lifetime.
Note: This only works when used with a ParticleProcessMaterial. It needs to be manually implemented for custom process shaders.
Enables particle interpolation, which makes the particle movement smoother when their fixed_fps is lower than the screen refresh rate.
The amount of time each particle will exist (in seconds). The effective emission rate is (amount * amount_ratio) / lifetime
particles per second.
If true
, particles use the parent node's coordinate space (known as local coordinates). This will cause particles to move and rotate along the GPUParticles3D node (and its parents) when it is moved or rotated. If false
, particles use global coordinates; they will not move or rotate along the GPUParticles3D node (and its parents) when it is moved or rotated.
If true
, only the number of particles equal to amount will be emitted.
Amount of time to preprocess the particles before animation starts. Lets you start the animation some time after particles have started emitting.
Material for processing particles. Can be a ParticleProcessMaterial or a ShaderMaterial.
Emission randomness ratio.
Speed scaling ratio. A value of 0
can be used to pause the particles.
NodePath sub_emitter = NodePath("")
🔗
Path to another GPUParticles3D node that will be used as a subemitter (see ParticleProcessMaterial.sub_emitter_mode). Subemitters can be used to achieve effects such as fireworks, sparks on collision, bubbles popping into water drops, and more.
Note: When sub_emitter is set, the target GPUParticles3D node will no longer emit particles on its own.
If true
, enables particle trails using a mesh skinning system. Designed to work with RibbonTrailMesh and TubeTrailMesh.
Note: BaseMaterial3D.use_particle_trails must also be enabled on the particle mesh's material. Otherwise, setting trail_enabled to true
will have no effect.
Note: Unlike GPUParticles2D, the number of trail sections and subdivisions is set in the RibbonTrailMesh or the TubeTrailMesh's properties.
The amount of time the particle's trail should represent (in seconds). Only effective if trail_enabled is true
.
TransformAlign transform_align = 0
🔗
void set_transform_align(value: TransformAlign)
TransformAlign get_transform_align()
There is currently no description for this property. Please help us by contributing one!
AABB visibility_aabb = AABB(-4, -4, -4, 8, 8, 8)
🔗
The AABB that determines the node's region which needs to be visible on screen for the particle system to be active. GeometryInstance3D.extra_cull_margin is added on each of the AABB's axes. Particle collisions and attraction will only occur within this area.
Grow the box if particles suddenly appear/disappear when the node enters/exits the screen. The AABB can be grown via code or with the Particles → Generate AABB editor tool.
Note: visibility_aabb is overridden by GeometryInstance3D.custom_aabb if that property is set to a non-default value.
Method Descriptions
Returns the axis-aligned bounding box that contains all the particles that are active in the current frame.
void convert_from_particles(particles: Node) 🔗
Sets this node's properties to match a given CPUParticles3D node.
void emit_particle(xform: Transform3D, velocity: Vector3, color: Color, custom: Color, flags: int) 🔗
Emits a single particle. Whether xform
, velocity
, color
and custom
are applied depends on the value of flags
. See EmitFlags.
The default ParticleProcessMaterial will overwrite color
and use the contents of custom
as (rotation, age, animation, lifetime)
.
Mesh get_draw_pass_mesh(pass: int) const 🔗
Returns the Mesh that is drawn at index pass
.
void restart() 🔗
Restarts the particle emission cycle, clearing existing particles. To avoid particles vanishing from the viewport, wait for the finished signal before calling.
Note: The finished signal is only emitted by one_shot emitters.
void set_draw_pass_mesh(pass: int, mesh: Mesh) 🔗
Sets the Mesh that is drawn at index pass
.