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CPUParticles3D ​

Inherits: GeometryInstance3D < VisualInstance3D < Node3D < Node < Object

A CPU-based 3D particle emitter.

Description

CPU-based 3D particle node used to create a variety of particle systems and effects.

See also GPUParticles3D, which provides the same functionality with hardware acceleration, but may not run on older devices.

Tutorials

Properties

int

amount

8

Curve

angle_curve

float

angle_max

0.0

float

angle_min

0.0

Curve

angular_velocity_curve

float

angular_velocity_max

0.0

float

angular_velocity_min

0.0

Curve

anim_offset_curve

float

anim_offset_max

0.0

float

anim_offset_min

0.0

Curve

anim_speed_curve

float

anim_speed_max

0.0

float

anim_speed_min

0.0

Color

color

Color(1, 1, 1, 1)

Gradient

color_initial_ramp

Gradient

color_ramp

Curve

damping_curve

float

damping_max

0.0

float

damping_min

0.0

Vector3

direction

Vector3(1, 0, 0)

DrawOrder

draw_order

0

Vector3

emission_box_extents

PackedColorArray

emission_colors

PackedColorArray()

PackedVector3Array

emission_normals

PackedVector3Array

emission_points

Vector3

emission_ring_axis

float

emission_ring_height

float

emission_ring_inner_radius

float

emission_ring_radius

EmissionShape

emission_shape

0

float

emission_sphere_radius

bool

emitting

true

float

explosiveness

0.0

int

fixed_fps

0

float

flatness

0.0

bool

fract_delta

true

Vector3

gravity

Vector3(0, -9.8, 0)

Curve

hue_variation_curve

float

hue_variation_max

0.0

float

hue_variation_min

0.0

float

initial_velocity_max

0.0

float

initial_velocity_min

0.0

float

lifetime

1.0

float

lifetime_randomness

0.0

Curve

linear_accel_curve

float

linear_accel_max

0.0

float

linear_accel_min

0.0

bool

local_coords

false

Mesh

mesh

bool

one_shot

false

Curve

orbit_velocity_curve

float

orbit_velocity_max

float

orbit_velocity_min

bool

particle_flag_align_y

false

bool

particle_flag_disable_z

false

bool

particle_flag_rotate_y

false

float

preprocess

0.0

Curve

radial_accel_curve

float

radial_accel_max

0.0

float

radial_accel_min

0.0

float

randomness

0.0

Curve

scale_amount_curve

float

scale_amount_max

1.0

float

scale_amount_min

1.0

Curve

scale_curve_x

Curve

scale_curve_y

Curve

scale_curve_z

float

speed_scale

1.0

bool

split_scale

false

float

spread

45.0

Curve

tangential_accel_curve

float

tangential_accel_max

0.0

float

tangential_accel_min

0.0

AABB

visibility_aabb

AABB(0, 0, 0, 0, 0, 0)

Methods

void

convert_from_particles(particles: Node)

Curve

get_param_curve(param: Parameter) const

float

get_param_max(param: Parameter) const

float

get_param_min(param: Parameter) const

bool

get_particle_flag(particle_flag: ParticleFlags) const

void

restart()

void

set_param_curve(param: Parameter, curve: Curve)

void

set_param_max(param: Parameter, value: float)

void

set_param_min(param: Parameter, value: float)

void

set_particle_flag(particle_flag: ParticleFlags, enable: bool)


Signals

finished() 🔗

Emitted when all active particles have finished processing. When one_shot is disabled, particles will process continuously, so this is never 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_VIEW_DEPTH = 2

Particles are drawn in order of depth.


enum Parameter: 🔗

Parameter PARAM_INITIAL_LINEAR_VELOCITY = 0

Use with set_param_min, set_param_max, and set_param_curve to set initial velocity properties.

Parameter PARAM_ANGULAR_VELOCITY = 1

Use with set_param_min, set_param_max, and set_param_curve to set angular velocity properties.

Parameter PARAM_ORBIT_VELOCITY = 2

Use with set_param_min, set_param_max, and set_param_curve to set orbital velocity properties.

Parameter PARAM_LINEAR_ACCEL = 3

Use with set_param_min, set_param_max, and set_param_curve to set linear acceleration properties.

Parameter PARAM_RADIAL_ACCEL = 4

Use with set_param_min, set_param_max, and set_param_curve to set radial acceleration properties.

Parameter PARAM_TANGENTIAL_ACCEL = 5

Use with set_param_min, set_param_max, and set_param_curve to set tangential acceleration properties.

Parameter PARAM_DAMPING = 6

Use with set_param_min, set_param_max, and set_param_curve to set damping properties.

Parameter PARAM_ANGLE = 7

Use with set_param_min, set_param_max, and set_param_curve to set angle properties.

Parameter PARAM_SCALE = 8

Use with set_param_min, set_param_max, and set_param_curve to set scale properties.

Parameter PARAM_HUE_VARIATION = 9

Use with set_param_min, set_param_max, and set_param_curve to set hue variation properties.

Parameter PARAM_ANIM_SPEED = 10

Use with set_param_min, set_param_max, and set_param_curve to set animation speed properties.

Parameter PARAM_ANIM_OFFSET = 11

Use with set_param_min, set_param_max, and set_param_curve to set animation offset properties.

Parameter PARAM_MAX = 12

Represents the size of the Parameter enum.


enum ParticleFlags: 🔗

ParticleFlags PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY = 0

Use with set_particle_flag to set particle_flag_align_y.

ParticleFlags PARTICLE_FLAG_ROTATE_Y = 1

Use with set_particle_flag to set particle_flag_rotate_y.

ParticleFlags PARTICLE_FLAG_DISABLE_Z = 2

Use with set_particle_flag to set particle_flag_disable_z.

ParticleFlags PARTICLE_FLAG_MAX = 3

Represents the size of the ParticleFlags enum.


enum EmissionShape: 🔗

EmissionShape EMISSION_SHAPE_POINT = 0

All particles will be emitted from a single point.

EmissionShape EMISSION_SHAPE_SPHERE = 1

Particles will be emitted in the volume of a sphere.

EmissionShape EMISSION_SHAPE_SPHERE_SURFACE = 2

Particles will be emitted on the surface of a sphere.

EmissionShape EMISSION_SHAPE_BOX = 3

Particles will be emitted in the volume of a box.

EmissionShape EMISSION_SHAPE_POINTS = 4

Particles will be emitted at a position chosen randomly among emission_points. Particle color will be modulated by emission_colors.

EmissionShape EMISSION_SHAPE_DIRECTED_POINTS = 5

Particles will be emitted at a position chosen randomly among emission_points. Particle velocity and rotation will be set based on emission_normals. Particle color will be modulated by emission_colors.

EmissionShape EMISSION_SHAPE_RING = 6

Particles will be emitted in a ring or cylinder.

EmissionShape EMISSION_SHAPE_MAX = 7

Represents the size of the EmissionShape enum.


Property Descriptions

int amount = 8 🔗

  • void set_amount(value: int)

  • int get_amount()

Number of particles emitted in one emission cycle.


Curve angle_curve 🔗

Each particle's rotation will be animated along this Curve.


float angle_max = 0.0 🔗

Maximum angle.


float angle_min = 0.0 🔗

Minimum angle.


Curve angular_velocity_curve 🔗

Each particle's angular velocity (rotation speed) will vary along this Curve over its lifetime.


float angular_velocity_max = 0.0 🔗

Maximum initial angular velocity (rotation speed) applied to each particle in degrees per second.


float angular_velocity_min = 0.0 🔗

Minimum initial angular velocity (rotation speed) applied to each particle in degrees per second.


Curve anim_offset_curve 🔗

Each particle's animation offset will vary along this Curve.


float anim_offset_max = 0.0 🔗

Maximum animation offset.


float anim_offset_min = 0.0 🔗

Minimum animation offset.


Curve anim_speed_curve 🔗

Each particle's animation speed will vary along this Curve.


float anim_speed_max = 0.0 🔗

Maximum particle animation speed.


float anim_speed_min = 0.0 🔗

Minimum particle animation speed.


Color color = Color(1, 1, 1, 1) 🔗

Each particle's initial color.

Note: color multiplies the particle mesh's vertex colors. To have a visible effect on a BaseMaterial3D, BaseMaterial3D.vertex_color_use_as_albedo must be true. For a ShaderMaterial, ALBEDO *= COLOR.rgb; must be inserted in the shader's fragment() function. Otherwise, color will have no visible effect.


Gradient color_initial_ramp 🔗

Each particle's initial color will vary along this GradientTexture1D (multiplied with color).

Note: color_initial_ramp multiplies the particle mesh's vertex colors. To have a visible effect on a BaseMaterial3D, BaseMaterial3D.vertex_color_use_as_albedo must be true. For a ShaderMaterial, ALBEDO *= COLOR.rgb; must be inserted in the shader's fragment() function. Otherwise, color_initial_ramp will have no visible effect.


Gradient color_ramp 🔗

Each particle's color will vary along this GradientTexture1D over its lifetime (multiplied with color).

Note: color_ramp multiplies the particle mesh's vertex colors. To have a visible effect on a BaseMaterial3D, BaseMaterial3D.vertex_color_use_as_albedo must be true. For a ShaderMaterial, ALBEDO *= COLOR.rgb; must be inserted in the shader's fragment() function. Otherwise, color_ramp will have no visible effect.


Curve damping_curve 🔗

Damping will vary along this Curve.


float damping_max = 0.0 🔗

Maximum damping.


float damping_min = 0.0 🔗

Minimum damping.


Vector3 direction = Vector3(1, 0, 0) 🔗

Unit vector specifying the particles' emission direction.


DrawOrder draw_order = 0 🔗

Particle draw order. Uses DrawOrder values.


Vector3 emission_box_extents 🔗

  • void set_emission_box_extents(value: Vector3)

  • Vector3 get_emission_box_extents()

The rectangle's extents if emission_shape is set to EMISSION_SHAPE_BOX.


PackedColorArray emission_colors = PackedColorArray() 🔗

Sets the Colors to modulate particles by when using EMISSION_SHAPE_POINTS or EMISSION_SHAPE_DIRECTED_POINTS.

Note: emission_colors multiplies the particle mesh's vertex colors. To have a visible effect on a BaseMaterial3D, BaseMaterial3D.vertex_color_use_as_albedo must be true. For a ShaderMaterial, ALBEDO *= COLOR.rgb; must be inserted in the shader's fragment() function. Otherwise, emission_colors will have no visible effect.

Note: The returned array is copied and any changes to it will not update the original property value. See PackedColorArray for more details.


PackedVector3Array emission_normals 🔗

Sets the direction the particles will be emitted in when using EMISSION_SHAPE_DIRECTED_POINTS.

Note: The returned array is copied and any changes to it will not update the original property value. See PackedVector3Array for more details.


PackedVector3Array emission_points 🔗

Sets the initial positions to spawn particles when using EMISSION_SHAPE_POINTS or EMISSION_SHAPE_DIRECTED_POINTS.

Note: The returned array is copied and any changes to it will not update the original property value. See PackedVector3Array for more details.


Vector3 emission_ring_axis 🔗

  • void set_emission_ring_axis(value: Vector3)

  • Vector3 get_emission_ring_axis()

The axis of the ring when using the emitter EMISSION_SHAPE_RING.


float emission_ring_height 🔗

  • void set_emission_ring_height(value: float)

  • float get_emission_ring_height()

The height of the ring when using the emitter EMISSION_SHAPE_RING.


float emission_ring_inner_radius 🔗

  • void set_emission_ring_inner_radius(value: float)

  • float get_emission_ring_inner_radius()

The inner radius of the ring when using the emitter EMISSION_SHAPE_RING.


float emission_ring_radius 🔗

  • void set_emission_ring_radius(value: float)

  • float get_emission_ring_radius()

The radius of the ring when using the emitter EMISSION_SHAPE_RING.


EmissionShape emission_shape = 0 🔗

Particles will be emitted inside this region. See EmissionShape for possible values.


float emission_sphere_radius 🔗

  • void set_emission_sphere_radius(value: float)

  • float get_emission_sphere_radius()

The sphere's radius if EmissionShape is set to EMISSION_SHAPE_SPHERE.


bool emitting = true 🔗

  • void set_emitting(value: bool)

  • bool is_emitting()

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 until after all active particles finish processing. You can use the finished signal to be notified once all active particles finish processing.


float explosiveness = 0.0 🔗

  • void set_explosiveness_ratio(value: float)

  • float get_explosiveness_ratio()

How rapidly particles in an emission cycle are emitted. If greater than 0, there will be a gap in emissions before the next cycle begins.


int fixed_fps = 0 🔗

  • void set_fixed_fps(value: int)

  • int get_fixed_fps()

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 particle system itself.


float flatness = 0.0 🔗

  • void set_flatness(value: float)

  • float get_flatness()

Amount of spread in Y/Z plane. A value of 1 restricts particles to X/Z plane.


bool fract_delta = true 🔗

  • void set_fractional_delta(value: bool)

  • bool get_fractional_delta()

If true, results in fractional delta calculation which has a smoother particles display effect.


Vector3 gravity = Vector3(0, -9.8, 0) 🔗

Gravity applied to every particle.


Curve hue_variation_curve 🔗

Each particle's hue will vary along this Curve.


float hue_variation_max = 0.0 🔗

Maximum hue variation.


float hue_variation_min = 0.0 🔗

Minimum hue variation.


float initial_velocity_max = 0.0 🔗

Maximum value of the initial velocity.


float initial_velocity_min = 0.0 🔗

Minimum value of the initial velocity.


float lifetime = 1.0 🔗

  • void set_lifetime(value: float)

  • float get_lifetime()

Amount of time each particle will exist.


float lifetime_randomness = 0.0 🔗

  • void set_lifetime_randomness(value: float)

  • float get_lifetime_randomness()

Particle lifetime randomness ratio.


Curve linear_accel_curve 🔗

Each particle's linear acceleration will vary along this Curve.


float linear_accel_max = 0.0 🔗

Maximum linear acceleration.


float linear_accel_min = 0.0 🔗

Minimum linear acceleration.


bool local_coords = false 🔗

  • void set_use_local_coordinates(value: bool)

  • bool get_use_local_coordinates()

If true, particles use the parent node's coordinate space (known as local coordinates). This will cause particles to move and rotate along the CPUParticles3D node (and its parents) when it is moved or rotated. If false, particles use global coordinates; they will not move or rotate along the CPUParticles3D node (and its parents) when it is moved or rotated.


Mesh mesh 🔗

  • void set_mesh(value: Mesh)

  • Mesh get_mesh()

The Mesh used for each particle. If null, particles will be spheres.


bool one_shot = false 🔗

  • void set_one_shot(value: bool)

  • bool get_one_shot()

If true, only one emission cycle occurs. If set true during a cycle, emission will stop at the cycle's end.


Curve orbit_velocity_curve 🔗

Each particle's orbital velocity will vary along this Curve.


float orbit_velocity_max 🔗

Maximum orbit velocity.


float orbit_velocity_min 🔗

Minimum orbit velocity.


bool particle_flag_align_y = false 🔗

Align Y axis of particle with the direction of its velocity.


bool particle_flag_disable_z = false 🔗

If true, particles will not move on the Z axis.


bool particle_flag_rotate_y = false 🔗

If true, particles rotate around Y axis by angle_min.


float preprocess = 0.0 🔗

  • void set_pre_process_time(value: float)

  • float get_pre_process_time()

Particle system starts as if it had already run for this many seconds.


Curve radial_accel_curve 🔗

Each particle's radial acceleration will vary along this Curve.


float radial_accel_max = 0.0 🔗

Maximum radial acceleration.


float radial_accel_min = 0.0 🔗

Minimum radial acceleration.


float randomness = 0.0 🔗

  • void set_randomness_ratio(value: float)

  • float get_randomness_ratio()

Emission lifetime randomness ratio.


Curve scale_amount_curve 🔗

Each particle's scale will vary along this Curve.


float scale_amount_max = 1.0 🔗

Maximum scale.


float scale_amount_min = 1.0 🔗

Minimum scale.


Curve scale_curve_x 🔗

  • void set_scale_curve_x(value: Curve)

  • Curve get_scale_curve_x()

Curve for the scale over life, along the x axis.


Curve scale_curve_y 🔗

  • void set_scale_curve_y(value: Curve)

  • Curve get_scale_curve_y()

Curve for the scale over life, along the y axis.


Curve scale_curve_z 🔗

  • void set_scale_curve_z(value: Curve)

  • Curve get_scale_curve_z()

Curve for the scale over life, along the z axis.


float speed_scale = 1.0 🔗

  • void set_speed_scale(value: float)

  • float get_speed_scale()

Particle system's running speed scaling ratio. A value of 0 can be used to pause the particles.


bool split_scale = false 🔗

  • void set_split_scale(value: bool)

  • bool get_split_scale()

If set to true, three different scale curves can be specified, one per scale axis.


float spread = 45.0 🔗

Each particle's initial direction range from +spread to -spread degrees. Applied to X/Z plane and Y/Z planes.


Curve tangential_accel_curve 🔗

Each particle's tangential acceleration will vary along this Curve.


float tangential_accel_max = 0.0 🔗

Maximum tangent acceleration.


float tangential_accel_min = 0.0 🔗

Minimum tangent acceleration.


AABB visibility_aabb = AABB(0, 0, 0, 0, 0, 0) 🔗

  • void set_visibility_aabb(value: AABB)

  • AABB get_visibility_aabb()

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 Particles → Generate AABB editor tool.


Method Descriptions

void convert_from_particles(particles: Node) 🔗

Sets this node's properties to match a given GPUParticles3D node with an assigned ParticleProcessMaterial.


Curve get_param_curve(param: Parameter) const 🔗

Returns the Curve of the parameter specified by Parameter.


float get_param_max(param: Parameter) const 🔗

Returns the maximum value range for the given parameter.


float get_param_min(param: Parameter) const 🔗

Returns the minimum value range for the given parameter.


bool get_particle_flag(particle_flag: ParticleFlags) const 🔗

Returns the enabled state of the given particle flag (see ParticleFlags for options).


void restart() 🔗

Restarts the particle emitter.


void set_param_curve(param: Parameter, curve: Curve) 🔗

Sets the Curve of the parameter specified by Parameter.


void set_param_max(param: Parameter, value: float) 🔗

Sets the maximum value for the given parameter.


void set_param_min(param: Parameter, value: float) 🔗

Sets the minimum value for the given parameter.


void set_particle_flag(particle_flag: ParticleFlags, enable: bool) 🔗

Enables or disables the given particle flag (see ParticleFlags for options).