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+.. _doc_process_material_properties:
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+
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+Process material properties
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+---------------------------
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+
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+.. figure:: img/particle_minmaxcurve.webp
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+ :alt: ParticleProcessMaterial properties
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+ :align: right
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+
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+ Min, max, and curve properties
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+
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+The properties in this material control how particles behave and change over their lifetime.
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+A lot of them have ``Min``, ``Max``, and ``Curve`` values that allow you to fine-tune
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+their behavior. The relationship between these values is this: When a particle is spawned,
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+the property is set with a random value between ``Min`` and ``Max``. If ``Min`` and ``Max`` are
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+the same, the value will always be the same for every particle. If the ``Curve`` is also set,
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+the value of the property will be multiplied by the value of the curve at the current point
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+in a particle's lifetime. Use the curve to change a property over the particle lifetime. Very
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+complex behavior can be expressed this way.
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+
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+Time
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+~~~~
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+
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+The ``Lifetime Randomness`` property controls how much randomness to apply to each particle's
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+lifetime. A value of ``0`` means there is no randomness at all and all particles live for
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+the same amount of time, set by the :ref:`Lifetime <doc_3d_particles_properties_time>` property. A value of ``1`` means
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+that a particle's lifetime is completely random within the range of [0.0, ``Lifetime``].
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+
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+.. _doc_process_material_properties_shapes:
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+
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+Emission shape
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+~~~~~~~~~~~~~~
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+
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+Particles can emit from a single point in space or in a way that they fill out a shape.
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+The ``Shape`` property controls that shape. ``Point`` is the default value. All
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+particles emit from a single point in the center of the particle system. When set to ``Sphere``
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+or ``Box``, particles emit in a way that they fill out a sphere or a box shape evenly.
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+You have full control over the size of these shapes. ``Sphere Surface`` works like ``Sphere``,
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+but instead of filling it out, all particles spawn on the sphere's surface.
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+
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+.. figure:: img/particle_shapes_simple.webp
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+ :alt: Simple particle emission shapes
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+
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+ Particles emitting from a point (left), in a sphere (middle), and in a box (right)
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+
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+.. figure:: img/particle_ring.webp
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+ :alt: Ring-shaped particle system
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+ :align: right
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+
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+ A ring-shaped particle system
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+
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+The ``Ring`` emission shape makes particles emit in the shape of a ring. You can control the ring's
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+direction by changing the ``Ring Axis`` property. ``Ring Height`` controls the thickness
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+of the ring along its axis. ``Ring Radius`` and ``Ring Inner Radius`` control how wide
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+the ring is and how large the hole in the middle should be. The image shows a particle
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+system with a radius of ``2`` and an inner radius of ``1.5``, the axis points along the
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+global Z-axis.
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+
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+In addition to these relatively simple shapes, you can select the ``Points`` or
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+``Directed Points`` option to create highly complex emission shapes. See the
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+:ref:`Complex emission shapes <doc_3d_particles_complex_shapes>` section for a detailed
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+explanation of how to set these up.
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+
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+Particle flags
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+~~~~~~~~~~~~~~
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+
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+The ``Align Y`` property aligns each particle's Y-axis with its velocity. Enabling this
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+property is the same as setting the :ref:`Transform Align <doc_3d_particles_properties_draw>` property to
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+``Y to Velocity``.
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+
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+The ``Rotate Y`` property works with the properties in the `Angle <#angle>`__ and
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+`Angular Velocity <#angular-velocity>`__ groups to control particle rotation. ``Rotate Y``
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+has to be enabled if you want to apply any rotation to particles. The exception to this
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+is any particle that uses the :ref:`Standard Material <doc_standard_material_3d>`
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+where the ``Billboard`` property is set to ``Particle Billboard``. In that case, particles
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+rotate even without ``Rotate Y`` enabled.
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+
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+When the ``Disable Z`` property is enabled, particles will not move along the Z-axis.
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+Whether that is going to be the particle system's local Z-axis or the world Z-axis is
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+determined by the :ref:`Local Coords <doc_3d_particles_properties_draw>` property.
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+
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+Gravity
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+~~~~~~~
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+
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+The next few property groups work closely together to control particle movement and rotation.
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+``Gravity`` drags particles in the direction it points at, which is straight down at the strength
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+of Earth's gravity by default. Gravity affects all particle movement.
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+If your game uses physics and the world's gravity can change at runtime, you can use this property
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+to keep the game's gravity in sync with particle gravity. A ``Gravity`` value of ``(X=0,Y=0,Z=0)`` means
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+no particle will ever move at all if none of the other movement properties are set.
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+
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+.. figure:: img/particle_gravity.webp
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+ :alt: Different values for particle gravity
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+
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+ Left\: (X=0,Y=-9.8,Z=0), middle\: (X=0,Y=9.8,Z=0), right\: (X=4,Y=2,Z=0).
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+
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+Direction
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+~~~~~~~~~
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+
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+.. note::
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+
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+ The ``Direction`` property alone is not enough to see any particle movement. Whatever
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+ values you set here only take effect once velocity or acceleration properties are set, too.
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+
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+The ``Direction`` property is a vector that controls each particle's direction of movement
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+at the moment it is spawned. A value of ``(X=1,Y=0,Z=0)`` would make all particles move
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+sideways along the X-axis. For something like a fountain where particles shoot out up in the
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+air, a value of ``(X=0,Y=1,Z=0)`` would be a good starting point.
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+
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+.. figure:: img/particle_direction.webp
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+ :alt: Different values for particle direction
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+
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+ Different direction values: Y-axis only (left), equal values for X and Y (middle), X and Y with gravity enabled (right)
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+
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+After setting a direction, you will notice that all particles move in the same direction in
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+a straight line. The ``Spread`` property adds some variation and randomness to each particle's
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+direction. The higher the value, the stronger the deviation from the original path. A value
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+of ``0`` means there is no spread at all while a value of ``180`` makes particles shoot out in
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+every direction. You could use this for something like pieces of debris during an explosion effect.
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+
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+.. figure:: img/particle_spread.webp
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+ :alt: Different values for particle spread
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+
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+ No spread (left), 45 degree angle (middle), full 180 degrees (right)
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+
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+The ``Flatness`` property limits the spread along the Y-axis. A value of ``0`` means there
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+is no limit and a value of ``1`` will eliminate all particle movement along the Y-axis. The
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+particles will spread out completely "flat".
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+
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+You won't see any actual movement until you also set some values for the velocity and
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+acceleration properties below, so let's take a look at those next.
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+
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+Initial velocity
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+~~~~~~~~~~~~~~~~
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+
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+While the ``Direction`` property controls a particle's movement direction, the ``Initial Velocity``
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+controls how fast it goes. It's separated into ``Velocity Min`` and ``Velocity Max``, both
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+set to ``0`` by default, which is why you don't see any movement initially. As soon as you set
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+values for either of these properties `as described above <#process-material-properties>`__, the
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+particles begin to move. The direction is multiplied by these values, so you can make particles
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+move in the opposite direction by setting a negative velocity.
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+
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+Linear acceleration
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+~~~~~~~~~~~~~~~~~~~
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+
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+A particle's velocity is a constant value: once it's set, it doesn't change and the particle will
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+always move at the same speed. You can use the ``Linear Accel`` property to
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+change the speed of movement over a particle's lifetime `as described above <#process-material-properties>`__.
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+Positive values will speed up the particle and make it move faster. Negative values will slow it
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+down until it stops and starts moving in the other direction.
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+
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+.. figure:: img/particle_accel_linear.webp
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+ :alt: Different values for particle linear acceleration
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+
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+ Negative (top) and positive (bottom) linear acceleration
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+
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+It's important to keep in mind that when we change acceleration, we're not changing the velocity
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+directly, we're changing the *change* in velocity. A value of ``0`` on the acceleration curve
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+does not stop the particle's movement, it stops the change in the particle's movement. Whatever
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+its velocity was at that moment, it will keep moving at that velocity until the acceleration is
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+changed again.
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+
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+Radial acceleration
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+~~~~~~~~~~~~~~~~~~~
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+
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+The ``Radial Accel`` property adds a gravity-like force to all particles, with the origin
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+of that force at the particle system's current location. Negative values make particles move
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+towards the center, like the force of gravity from a planet on objects in its orbit. Positive
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+values make particles move away from the center.
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+
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+.. figure:: img/particle_accel_radial.webp
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+ :alt: Different values for particle radial acceleration
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+
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+ Negative (left) and positive (right) radial acceleration
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+
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+Tangential acceleration
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+~~~~~~~~~~~~~~~~~~~~~~~
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+
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+.. figure:: img/particle_tangent.webp
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+ :alt: Tangents on a circle
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+ :align: right
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+
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+ Tangents on a circle
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+
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+This property adds particle acceleration in the direction of the tangent to a circle on the particle
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+system's XZ-plane with the origin at the system's center and a radius the distance between each
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+particle's current location and the system's center projected onto that plane.
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+
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+Let's unpack that.
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+
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+A tangent to a circle is a straight line that "touches" the circle in a right angle to the circle's
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+radius at the touch point. A circle on the particle system's XZ-plane is the circle that you see
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+when you look straight down at the particle system from above.
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+
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+.. figure:: img/particle_accel_tangent.webp
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+ :alt: Tangential acceleration from above
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+ :align: right
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+
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+ Tangential acceleration from above
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+
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+``Tangential Accel`` is always limited to that plane and never move particles along the system's Y-axis.
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+A particle's location is enough to define such a circle where the distance to the system's center is
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+the radius if we ignore the vector's Y component.
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+
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+The ``Tangential Accel`` property will make particles orbit the particle system's center, but the
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+radius will increase constantly. Viewed from above, particles will move away from the center
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+in a spiral. Negative values reverse the direction.
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+
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+Damping
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+~~~~~~~
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+
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+The ``Damping`` property gradually stops all movement. Each frame, a particle's movement
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+is slowed down a little unless the total acceleration is greater than the damping effect. If
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+it isn't, the particle will keep slowing down until it doesn't move at all. The greater the value, the less
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+time it takes to bring particles to a complete halt.
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+
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+Angle
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+~~~~~
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+
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+The ``Angle`` property controls a particle's starting rotation `as described above <#process-material-properties>`__.
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+In order to have an actual effect on the particle, you have to enable one of two properties: `Rotate Y <#particle-flags>`__
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+rotates the particle around the particle system's Y-axis. The ``Billboard`` property in
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+the :ref:`Standard Material <doc_standard_material_3d>`, if it is set to ``Particle Billboard``, rotates
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+the particle around the axis that points from the particle to the camera.
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+
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+Angular velocity
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+~~~~~~~~~~~~~~~~
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+
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+``Angular Velocity`` controls a particle's speed of rotation `as described above <#process-material-properties>`__.
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+You can reverse the direction by using negative numbers for ``Velocity Min`` or ``Velocity Max``. Like the
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+`Angle <#angle>`__ property, the rotation will only be visible if the `Rotate Y <#particle-flags>`__ flag is set
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+or the ``Particle Billboard`` mode is selected in the :ref:`Standard Material <doc_standard_material_3d>`.
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+
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+.. note::
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+
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+ The `Damping <#damping>`__ property has no effect on the angular velocity.
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+
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+Scale
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+~~~~~
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+
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+``Scale`` controls a particle's size `as described above <#process-material-properties>`__. You can set
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+different values for ``Scale Min`` and ``Scale Max`` to randomize each particle's size. Negative values
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+are not allowed, so you won't be able to flip particles with this property. If you emit particles as
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+billboards, the ``Keep Size`` property on the :ref:`Standard Material <doc_standard_material_3d>`
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+in your draw passes has to be enabled for any scaling to have an effect.
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+
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+Color
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+~~~~~
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+
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+The ``Color`` property controls a particle's initial color. It will have an effect only after the
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+``Use As Albedo`` property in the ``Vertex Color`` group of the :ref:`Standard Material <doc_standard_material_3d>`
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+is enabled. This property is multiplied with color coming from the particle material's
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+own ``Color`` or ``Texture`` property.
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+
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+.. figure:: img/particle_ramp.webp
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+ :alt: Particle color ramp
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+ :align: right
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+
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+ Setting up a color ramp
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+
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+There are two ``Ramp`` properties in the ``Color`` group. These allow you to define a range of colors
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+that are used to set the particle's color. The ``Color Ramp`` property changes a particle's color
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+over the course of its lifetime. It moves through the entire range of colors you defined.
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+The ``Color Initial Ramp`` property selects the particle's initial color from a random
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+position on the color ramp.
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+
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+To set up a color ramp, click on the box next to the property name and from the dropdown menu
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+select ``New GradientTexture1D``. Click on the box again to open the texture's details.
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+Find the ``Gradient`` property, click on the box next to it and select ``New Gradient``.
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+Click on that box again and you will see a color range. Click anywhere on that range
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+to insert a new marker. You can move the marker with the mouse and delete it by clicking
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+the right mouse button. When a marker is selected, you can use the color picker next to
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+the range to change its color.
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+
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+Hue variation
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+~~~~~~~~~~~~~
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+
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+Like the ``Color`` property, ``Hue Variation`` controls a particle's color, but in a
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+different way. It does so not by setting color values directly, but by
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+*shifting the color's hue*.
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+
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+Hue describes a color's pigment: red, orange, yellow, green and so on. It does not
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+tell you anything about how bright or how saturated the color is. The ``Hue Variation``
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+property controls the range of available hues `as described above <#process-material-properties>`__.
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+
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+It works on top of the particle's current color. The values you set for
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+``Variation Min`` and ``Variation Max`` control how far the hue is allowed to shift
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+in either direction. A higher value leads to more color variation while a low value
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+limits the available colors to the closest neighbors of the original color.
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+
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+.. figure:: img/particle_hue.webp
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+ :alt: Different values for hue variation
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+
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+ Different values for hue variation, both times with blue as base color: 0.6 (left) and 0.1 (right)
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+
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+.. _doc_process_material_properties_turbulence:
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+
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+Turbulence
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+~~~~~~~~~~
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+
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+Turbulence adds noise to particle movement, creating interesting and lively patterns.
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+Check the box next to the ``Enabled`` property to activate it. A number
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+of new properties show up that control the movement speed, noise pattern and overall influence
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+on the particle system. You can find a detailed explanation of these in the section on
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+:ref:`particle turbulence <doc_3d_particles_turbulence>`.
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+
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+Animation
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+~~~~~~~~~
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+
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+The ``Animation`` property group controls the behavior of sprite
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+sheet animations in the particle's :ref:`Standard Material <doc_standard_material_3d>`.
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+The ``Min``, ``Max``, and ``Curve`` values work `as described above <#process-material-properties>`__.
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+
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+An animated sprite sheet is a texture that contains several smaller images aligned on a grid.
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+The images are shown one after the other so fast that they combine to play a short
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+animation, like a flip book. You can use them for animated particles like smoke or fire.
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+These are the steps to create an animated particle system:
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+
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+.. figure:: img/particle_sprite.webp
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+ :alt: A sprite sheet
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+ :align: right
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+
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+ An 8x8 animated smoke sprite sheet
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+
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+#. Import a sprite sheet texture into the engine. If you don't have one at hand, you can download the :download:`high-res version of the example image <img/particle_sprite_smoke.webp>`.
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+#. Set up a particle system with at least one draw pass and assign a ``Standard Material`` to the mesh in that draw pass.
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+#. Assign the sprite sheet to the ``Texture`` property in the ``Albedo`` group
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+#. Set the material's ``Billboard`` property to ``Particle Billboard``. Doing so makes the ``Particles Anim`` group available in the material.
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+#. Set ``H Frames`` to the number of columns and ``V Frames`` to the number of rows in the sprite sheet.
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+#. Check ``Loop`` if you want the animation to keep repeating.
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+
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+That's it for the Standard Material. You won't see any animation right away. This is
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+where the ``Animation`` properties come in. The ``Speed`` properties control how fast
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+the sprite sheet animates. Set ``Speed Min`` and ``Speed Max`` to ``1`` and you should see the
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+animation playing. The ``Offset`` properties control where the animation starts on a
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+newly spawned particle. By default, it will always be the first image in the sequence.
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+You can add some variety by changing ``Offset Min`` and ``Offset Max`` to randomize
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+the starting position.
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+
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+.. figure:: img/particle_animate.webp
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+ :alt: Animated particles
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+
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+ Three different particle systems using the same smoke sprite sheet
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+
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+Depending on how many images your sprite sheet contains and for how long your
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+particle is alive, the animation might not look smooth. The relationship between
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+particle lifetime, animation speed, and number of images in the sprite sheet is
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+this:
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+
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+.. note::
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+
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+ At an animation speed of ``1.0`` the animation will reach the last image
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+ in the sequence just as the particle's lifetime ends.
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+
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+ .. math::
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+ Animation\ FPS = \frac{Lifetime}{Number\ Of\ Images}
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+
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+If your sprite sheet contains
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+64 (8x8) images and the particle's lifetime is set to ``1 second``, the animation
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+will be very smooth at **64 FPS** (1 second / 64 images). if the lifetime is set to ``2 seconds``, it
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+will still be fairly smooth at **32 FPS**. But if the particle is alive for
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+``8 seconds``, the animation will be visibly choppy at **8 FPS**. In order to make the
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+animation smooth again, you need to increase the animation speed to something like ``3``
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+to reach an acceptable framerate.
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+
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+.. figure:: img/particle_animate_lifetime.webp
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+ :alt: Animated particles lifetimes
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+
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+ The same particle system at different lifetimes: 1 second (left), 2 seconds (middle), 8 seconds (right)
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+
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+.. _doc_process_material_properties_subemitter:
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+
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+Sub-emitter
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+~~~~~~~~~~~
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+
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+.. figure:: img/particle_sub_mode.webp
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+ :alt: Sub-emitter modes
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+ :align: right
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+
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+ The available sub-emitter modes
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+
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+The ``Mode`` property controls how and when sub-emitters are spawned. Set it to ``Disabled``
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+and no sub-emitters will ever be spawned. Set it to ``Constant`` to make sub-emitters
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+spawn continuously at a constant rate. The ``Frequency`` property controls how often
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+that happens within the span of one second. Set the mode to ``At End`` to make the sub-emitter
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+spawn at the end of the parent particle's lifetime, right before it is destroyed. The
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+``Amount At End`` property controls how many sub-emitters will be spawned. Set the
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+mode to ``At Collision`` to make sub-emitters spawn when a particle collides with the
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+environment. The ``Amount At Collision`` property controls how many sub-emitters will be spawned.
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+
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+When the ``Keep Velocity`` property is enabled, the newly spawned sub-emitter starts off
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+with the parent particle's velocity at the time the sub-emitter is created.
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+
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+See the :ref:`Sub-emitters <doc_3d_particles_subemitters>` section in this manual for a detailed explanation of how
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+to add a sub-emitter to a particle system.
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+
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+Attractor interaction
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+~~~~~~~~~~~~~~~~~~~~~
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+
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+If you want the particle system to interact with :ref:`particle attractors <doc_3d_particles_attractors>`,
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+you have to check the ``Enabled`` property. When it is disabled, the particle system
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+ignores all particle attractors.
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+
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+Collision
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+~~~~~~~~~
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+
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+The ``Mode`` property controls how and if emitters collide with particle collision nodes. Set it
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+to ``Disabled`` to disable any collision for this particle system. Set it to ``Hide On Contact``
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+if you want particles to disappear as soon as they collide. Set it to ``Constant`` to make
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+particles collide and bounce around. You will see two new properties appear in the inspector.
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+They control how particles behave during collision events.
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+
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+A high ``Friction`` value will reduce sliding along surfaces. This is especially
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+helpful if particles collide with sloped surfaces and you want them to stay in
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+place instead of sliding all the way to the bottom, like snow falling on a mountain.
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+A high ``Bounce`` value will make particles bounce off surfaces they collide with,
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+like rubber balls on a solid floor.
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+
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+If the ``Use Scale`` property is enabled, the :ref:`collision base size <doc_3d_particles_properties_collision>`
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+is multiplied by the particle's `current scale <#scale>`__. You can use this to
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+make sure that the rendered size and the collision size match for particles
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+with random scale or scale that varies over time.
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+
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+You can learn more about particle collisions in the :ref:`Collisions <doc_3d_particles_collision>`
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+section in this manual.
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