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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

int

amount

8

float

amount_ratio

1.0

float

collision_base_size

0.01

DrawOrder

draw_order

0

Mesh

draw_pass_1

Mesh

draw_pass_2

Mesh

draw_pass_3

Mesh

draw_pass_4

int

draw_passes

1

Skin

draw_skin

bool

emitting

true

float

explosiveness

0.0

int

fixed_fps

30

bool

fract_delta

true

float

interp_to_end

0.0

bool

interpolate

true

float

lifetime

1.0

bool

local_coords

false

bool

one_shot

false

float

preprocess

0.0

Material

process_material

float

randomness

0.0

float

speed_scale

1.0

NodePath

sub_emitter

NodePath("")

bool

trail_enabled

false

float

trail_lifetime

0.3

TransformAlign

transform_align

0

AABB

visibility_aabb

AABB(-4, -4, -4, 8, 8, 8)

Methods

AABB

capture_aabb ( ) const

void

convert_from_particles ( Node particles )

void

emit_particle ( Transform3D xform, Vector3 velocity, Color color, Color custom, int flags )

Mesh

get_draw_pass_mesh ( int pass ) const

void

restart ( )

void

set_draw_pass_mesh ( int pass, Mesh mesh )


Signals

finished ( )

Emitted when all active particles have finished processing. When one_shot is disabled, particles will process continuously, so this is never emitted.

Note: Due to the particles being computed on the GPU there might be a delay before the signal gets emitted.


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

TransformAlign TRANSFORM_ALIGN_Z_BILLBOARD = 1

TransformAlign TRANSFORM_ALIGN_Y_TO_VELOCITY = 2

TransformAlign TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY = 3


Constants

MAX_DRAW_PASSES = 4

Maximum number of draw passes supported.


Property Descriptions

int amount = 8

  • void set_amount ( int value )

  • int get_amount ( )

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.


float amount_ratio = 1.0

  • void set_amount_ratio ( float value )

  • float get_amount_ratio ( )

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 chan