A 3D particle emitter.
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 the [code]process_material[/code] property to add a [ParticleProcessMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles.
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Returns the axis-aligned bounding box that contains all the particles that are active in the current frame.
Sets this node's properties to match a given [CPUParticles3D] node.
Emits a single particle. Whether [param xform], [param velocity], [param color] and [param custom] are applied depends on the value of [param flags]. See [enum EmitFlags].
Returns the [Mesh] that is drawn at index [param pass].
Restarts the particle emission, clearing existing particles.
Sets the [Mesh] that is drawn at index [param pass].
- Number of particles to emit.
- Particle draw order. Uses [enum DrawOrder] values. [b]Note:[/b] [constant 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.
- If [code]true[/code], particles are being emitted. [member emitting] can be used to start and stop particles from emitting. However, if [member one_shot] is [code]true[/code] setting [member emitting] to [code]true[/code] will not restart the emission cycle until after all active particles finish processing. You can use the [signal finished] signal to be notified once all active particles finish processing.
- Time ratio between each emission. If [code]0[/code], particles are emitted continuously. If [code]1[/code], 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 [code]true[/code], results in fractional delta calculation which has a smoother particles display effect.
- Enables particle interpolation, which makes the particle movement smoother when their [member fixed_fps] is lower than the screen refresh rate.
- Amount of time each particle will exist.
- If [code]true[/code], 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 [code]false[/code], particles use global coordinates; they will not move or rotate along the [GPUParticles3D] node (and its parents) when it is moved or rotated.
- If [code]true[/code], only [code]amount[/code] particles 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 [code]0[/code] can be used to pause the particles.
- If [code]true[/code], enables particle trails using a mesh skinning system. Designed to work with [RibbonTrailMesh] and [TubeTrailMesh]. [b]Note:[/b] [member BaseMaterial3D.use_particle_trails] must also be enabled on the particle mesh's material. Otherwise, setting [member trail_enabled] to [code]true[/code] will have no effect. [b]Note:[/b] 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 [member trail_enabled] is [code]true[/code].
- The [AABB] that determines the node's region which needs to be visible on screen for the particle system to be active. 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 [b]Particles → Generate AABB[/b] editor tool.
Emitted when all active particles have finished processing. When [member one_shot] is disabled, particles will process continuously, so this is never emitted. [b]Note:[/b] Due to the particles being computed on the GPU there might be a delay before the signal gets emitted.
Particles are drawn in the order emitted.
Particles are drawn in order of remaining lifetime.
Particles are drawn in order of depth.
Particle starts at the specified position.
Particle starts with specified rotation and scale.
Particle starts with the specified velocity vector, which defines the emission direction and speed.
Particle starts with specified color.
Particle starts with specified [code]CUSTOM[/code] data.
Maximum number of draw passes supported.