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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 |
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void |
convert_from_particles ( Node particles ) |
void |
emit_particle ( Transform3D xform, Vector3 velocity, Color color, Color custom, int flags ) |
get_draw_pass_mesh ( int pass ) const |
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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
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
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.
DrawOrder draw_order = 0
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 draw_pass_1
Mesh that is drawn for the first draw pass.
Mesh draw_pass_2
Mesh that is drawn for the second draw pass.
Mesh draw_pass_3
Mesh that is drawn for the third draw pass.