@@ -26,6 +26,30 @@ lifetime. A value of ``0`` means there is no randomness at all and all particles
2626the same amount of time, set by the :ref: `Lifetime <doc_3d_particles_properties_time >` property. A value of ``1 `` means
2727that a particle's lifetime is completely random within the range of [0.0, ``Lifetime ``].
2828
29+ Particle flags
30+ --------------
31+
32+ The ``Align Y `` property aligns each particle's Y-axis with its velocity. Enabling this
33+ property is the same as setting the :ref: `Transform Align <doc_3d_particles_properties_draw >` property to
34+ ``Y to Velocity ``.
35+
36+ The ``Rotate Y `` property works with the properties in the `Angle <#angle >`__ and
37+ `Angular Velocity <#angular-velocity >`__ groups to control particle rotation. ``Rotate Y ``
38+ has to be enabled if you want to apply any rotation to particles. The exception to this
39+ is any particle that uses the :ref: `Standard Material <doc_standard_material_3d >`
40+ where the ``Billboard `` property is set to ``Particle Billboard ``. In that case, particles
41+ rotate even without ``Rotate Y `` enabled.
42+
43+ When the ``Disable Z `` property is enabled, particles will not move along the Z-axis.
44+ Whether that is going to be the particle system's local Z-axis or the world Z-axis is
45+ determined by the :ref: `Local Coords <doc_3d_particles_properties_draw >` property.
46+
47+ The ``Daming as Friction `` property changes the behavior of damping from a constant
48+ deceleration to a deceleration based on speed.
49+
50+ Spawn
51+ -----
52+
2953.. _doc_process_material_properties_shapes :
3054
3155Emission shape
@@ -61,38 +85,14 @@ In addition to these relatively simple shapes, you can select the ``Points`` or
6185:ref: `Complex emission shapes <doc_3d_particles_complex_shapes >` section for a detailed
6286explanation of how to set these up.
6387
64- Particle flags
65- ~~~~~~~~~~~~~~
66-
67- The ``Align Y `` property aligns each particle's Y-axis with its velocity. Enabling this
68- property is the same as setting the :ref: `Transform Align <doc_3d_particles_properties_draw >` property to
69- ``Y to Velocity ``.
70-
71- The ``Rotate Y `` property works with the properties in the `Angle <#angle >`__ and
72- `Angular Velocity <#angular-velocity >`__ groups to control particle rotation. ``Rotate Y ``
73- has to be enabled if you want to apply any rotation to particles. The exception to this
74- is any particle that uses the :ref: `Standard Material <doc_standard_material_3d >`
75- where the ``Billboard `` property is set to ``Particle Billboard ``. In that case, particles
76- rotate even without ``Rotate Y `` enabled.
77-
78- When the ``Disable Z `` property is enabled, particles will not move along the Z-axis.
79- Whether that is going to be the particle system's local Z-axis or the world Z-axis is
80- determined by the :ref: `Local Coords <doc_3d_particles_properties_draw >` property.
81-
82- Gravity
83- ~~~~~~~
84-
85- The next few property groups work closely together to control particle movement and rotation.
86- ``Gravity `` drags particles in the direction it points at, which is straight down at the strength
87- of Earth's gravity by default. Gravity affects all particle movement.
88- If your game uses physics and the world's gravity can change at runtime, you can use this property
89- to keep the game's gravity in sync with particle gravity. A ``Gravity `` value of ``(X=0,Y=0,Z=0) `` means
90- no particle will ever move at all if none of the other movement properties are set.
91-
92- .. figure :: img/particle_gravity.webp
93- :alt: Different values for particle gravity
88+ Angle
89+ ~~~~~
9490
95- Left\: (X=0,Y=-9.8,Z=0), middle\: (X=0,Y=9.8,Z=0), right\: (X=4,Y=2,Z=0).
91+ The ``Angle `` property controls a particle's starting rotation `as described above <#process-material-properties >`__.
92+ In order to have an actual effect on the particle, you have to enable one of two properties: `Rotate Y <#particle-flags >`__
93+ rotates the particle around the particle system's Y-axis. The ``Billboard `` property in
94+ the :ref: `Standard Material <doc_standard_material_3d >`, if it is set to ``Particle Billboard ``, rotates
95+ the particle around the axis that points from the particle to the camera.
9696
9797Direction
9898~~~~~~~~~
@@ -140,6 +140,36 @@ values for either of these properties `as described above <#process-material-pro
140140particles begin to move. The direction is multiplied by these values, so you can make particles
141141move in the opposite direction by setting a negative velocity.
142142
143+ Accelerations
144+ -------------
145+
146+ Gravity
147+ ~~~~~~~
148+
149+ The next few property groups work closely together to control particle movement and rotation.
150+ ``Gravity `` drags particles in the direction it points at, which is straight down at the strength
151+ of Earth's gravity by default. Gravity affects all particle movement.
152+ If your game uses physics and the world's gravity can change at runtime, you can use this property
153+ to keep the game's gravity in sync with particle gravity. A ``Gravity `` value of ``(X=0,Y=0,Z=0) `` means
154+ no particle will ever move at all if none of the other movement properties are set.
155+
156+ .. figure :: img/particle_gravity.webp
157+ :alt: Different values for particle gravity
158+
159+ Left\: (X=0,Y=-9.8,Z=0), middle\: (X=0,Y=9.8,Z=0), right\: (X=4,Y=2,Z=0).
160+
161+ Angular velocity
162+ ~~~~~~~~~~~~~~~~
163+
164+ ``Angular Velocity `` controls a particle's speed of rotation `as described above <#process-material-properties >`__.
165+ You can reverse the direction by using negative numbers for ``Velocity Min `` or ``Velocity Max ``. Like the
166+ `Angle <#angle >`__ property, the rotation will only be visible if the `Rotate Y <#particle-flags >`__ flag is set
167+ or the ``Particle Billboard `` mode is selected in the :ref: `Standard Material <doc_standard_material_3d >`.
168+
169+ .. note ::
170+
171+ The `Damping <#damping >`__ property has no effect on the angular velocity.
172+
143173Linear acceleration
144174~~~~~~~~~~~~~~~~~~~
145175
@@ -214,26 +244,15 @@ is slowed down a little unless the total acceleration is greater than the dampin
214244it isn't, the particle will keep slowing down until it doesn't move at all. The greater the value, the less
215245time it takes to bring particles to a complete halt.
216246
217- Angle
218- ~~~~~
219-
220- The ``Angle `` property controls a particle's starting rotation `as described above <#process-material-properties >`__.
221- In order to have an actual effect on the particle, you have to enable one of two properties: `Rotate Y <#particle-flags >`__
222- rotates the particle around the particle system's Y-axis. The ``Billboard `` property in
223- the :ref: `Standard Material <doc_standard_material_3d >`, if it is set to ``Particle Billboard ``, rotates
224- the particle around the axis that points from the particle to the camera.
225-
226- Angular velocity
227- ~~~~~~~~~~~~~~~~
228-
229- ``Angular Velocity `` controls a particle's speed of rotation `as described above <#process-material-properties >`__.
230- You can reverse the direction by using negative numbers for ``Velocity Min `` or ``Velocity Max ``. Like the
231- `Angle <#angle >`__ property, the rotation will only be visible if the `Rotate Y <#particle-flags >`__ flag is set
232- or the ``Particle Billboard `` mode is selected in the :ref: `Standard Material <doc_standard_material_3d >`.
247+ Attractor interaction
248+ ~~~~~~~~~~~~~~~~~~~~~
233249
234- .. note ::
250+ If you want the particle system to interact with :ref: `particle attractors <doc_3d_particles_attractors >`,
251+ you have to check the ``Enabled `` property. When it is disabled, the particle system
252+ ignores all particle attractors.
235253
236- The `Damping <#damping >`__ property has no effect on the angular velocity.
254+ Display
255+ -------
237256
238257Scale
239258~~~~~
@@ -293,17 +312,6 @@ limits the available colors to the closest neighbors of the original color.
293312
294313 Different values for hue variation, both times with blue as base color: 0.6 (left) and 0.1 (right)
295314
296- .. _doc_process_material_properties_turbulence :
297-
298- Turbulence
299- ~~~~~~~~~~
300-
301- Turbulence adds noise to particle movement, creating interesting and lively patterns.
302- Check the box next to the ``Enabled `` property to activate it. A number
303- of new properties show up that control the movement speed, noise pattern and overall influence
304- on the particle system. You can find a detailed explanation of these in the section on
305- :ref: `particle turbulence <doc_3d_particles_turbulence >`.
306-
307315.. _doc_process_material_properties_animation :
308316
309317Animation
@@ -376,41 +384,21 @@ the particle is simulated on every rendered frame. If this is not an option for
376384your use case, set **Fixed FPS ** to be equal to the effective framerate used by
377385the flipbook animation (see above for the formula).
378386
379- .. _doc_process_material_properties_subemitter :
380-
381- Sub-emitter
382- ~~~~~~~~~~~
383-
384- .. figure :: img/particle_sub_mode.webp
385- :alt: Sub-emitter modes
386- :align: right
387-
388- The available sub-emitter modes
389-
390- The ``Mode `` property controls how and when sub-emitters are spawned. Set it to ``Disabled ``
391- and no sub-emitters will ever be spawned. Set it to ``Constant `` to make sub-emitters
392- spawn continuously at a constant rate. The ``Frequency `` property controls how often
393- that happens within the span of one second. Set the mode to ``At End `` to make the sub-emitter
394- spawn at the end of the parent particle's lifetime, right before it is destroyed. The
395- ``Amount At End `` property controls how many sub-emitters will be spawned. Set the
396- mode to ``At Collision `` to make sub-emitters spawn when a particle collides with the
397- environment. The ``Amount At Collision `` property controls how many sub-emitters will be spawned.
398-
399- When the ``Keep Velocity `` property is enabled, the newly spawned sub-emitter starts off
400- with the parent particle's velocity at the time the sub-emitter is created.
387+ .. _doc_process_material_properties_turbulence :
401388
402- See the :ref: ` Sub-emitters < doc_3d_particles_subemitters >` section in this manual for a detailed explanation of how
403- to add a sub-emitter to a particle system.
389+ Turbulence
390+ ~~~~~~~~~~
404391
405- Attractor interaction
406- ~~~~~~~~~~~~~~~~~~~~~
392+ Turbulence adds noise to particle movement, creating interesting and lively patterns.
393+ Check the box next to the ``Enabled `` property to activate it. A number
394+ of new properties show up that control the movement speed, noise pattern and overall influence
395+ on the particle system. You can find a detailed explanation of these in the section on
396+ :ref: `particle turbulence <doc_3d_particles_turbulence >`.
407397
408- If you want the particle system to interact with :ref: `particle attractors <doc_3d_particles_attractors >`,
409- you have to check the ``Enabled `` property. When it is disabled, the particle system
410- ignores all particle attractors.
398+ .. _doc_process_material_properties_subemitter :
411399
412400Collision
413- ~~~~~~~~~
401+ ---------
414402
415403The ``Mode `` property controls how and if emitters collide with particle collision nodes. Set it
416404to ``Disabled `` to disable any collision for this particle system. Set it to ``Hide On Contact ``
@@ -431,3 +419,27 @@ with random scale or scale that varies over time.
431419
432420You can learn more about particle collisions in the :ref: `Collisions <doc_3d_particles_collision >`
433421section in this manual.
422+
423+ Sub-emitter
424+ -----------
425+
426+ .. figure :: img/particle_sub_mode.webp
427+ :alt: Sub-emitter modes
428+ :align: right
429+
430+ The available sub-emitter modes
431+
432+ The ``Mode `` property controls how and when sub-emitters are spawned. Set it to ``Disabled ``
433+ and no sub-emitters will ever be spawned. Set it to ``Constant `` to make sub-emitters
434+ spawn continuously at a constant rate. The ``Frequency `` property controls how often
435+ that happens within the span of one second. Set the mode to ``At End `` to make the sub-emitter
436+ spawn at the end of the parent particle's lifetime, right before it is destroyed. The
437+ ``Amount At End `` property controls how many sub-emitters will be spawned. Set the
438+ mode to ``At Collision `` to make sub-emitters spawn when a particle collides with the
439+ environment. The ``Amount At Collision `` property controls how many sub-emitters will be spawned.
440+
441+ When the ``Keep Velocity `` property is enabled, the newly spawned sub-emitter starts off
442+ with the parent particle's velocity at the time the sub-emitter is created.
443+
444+ See the :ref: `Sub-emitters <doc_3d_particles_subemitters >` section in this manual for a detailed explanation of how
445+ to add a sub-emitter to a particle system.
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