# Particle materials Beginner Artist Programmer **Materials** define how the expanded shape should be rendered. They defines color, textures, and other parameters. **Particle materials** are simplified versions of [materials used for meshes](../graphics/materials/index.md). There is only one type of material currently, the Dynamic Emissive material. ## Dynamic emissive This material uses a translucent emissive color RGBA for the pixel shading. In HDR rendering mode, the values are used as intensity, and can be higher than 1. ![media/particles-reference-materials-1.png](media/particles-reference-materials-1.png) | Property | Description |---------------------|------------ | Alpha-Add | Translucent rendering supports alpha-blending, additive blending or anything in-between. With this parameter you can control how much alpha-blended (0) or additive (1) the particles should be. | Culling | There are options for no culling, front face culling and back face culling. Camera-facing particles always have their front face towards the camera. | Emissive | The emissive RGBA color for the particle. See [Material maps](../graphics/materials/material-maps.md) for a full description. | UV coords | For particles which use texture sampling uv coordinates animation can be specified. The two currently existing types are specified below. ### UV Coords — Flipbook The flipbook animation considers a texture a sequence of frames and displays it one frame at a time, like a flipbook. This image is an example of a 4x4 flipbook animation texture of an explosion: ![media/particles-reference-materials-4.png](media/particles-reference-materials-4.png) The flipbook animation has the following properties: ![media/particles-reference-materials-2.png](media/particles-reference-materials-2.png) | Property | Description |---------------------|------------ | X divisions | The number of columns to split the texture into | Y divisions | The number of rows to split the texture into | Starting frame | The frame to start the animation at. The top-left frame is 0 and increases by 1 from left to right before moving down. | Animation speed | The total number of frames to show over the particle lifetime. If Speed = X x Y, then the animation shows **all** frames over the particle lifetime. The speed is relative; particles with longer lifespans have slower animation. ### UV Coords — Scrolling The scrolling animation defines a starting rectangle for the billboard or quad, which moves across the texture to its end position. This creates a scrolling or a scaling effect of the texture across the quad's surface. The texture coordinates can go below 0 or above 1. How the texture is sampled depends on the addressing mode defined in the [material maps](../graphics/materials/material-maps.md). For more information, see the [MSDN documentation](http://tinyurl.com/TextureAddressingModes). The scrolling animation has the following properties: ![media/particles-reference-materials-3.png](media/particles-reference-materials-3.png) | Property | Description |---------------------|------------- | Start frame | The initial rectangle for texture sampling when the particle first spawns | End frame | The last rectangle for texture sampling when the particle disappears ## See also * [Create particles](create-particles.md) * [Emitters](emitters.md) * [Shapes](shapes.md) * [Spawners](spawners.md) * [Initializers](initializers.md) * [Updaters](updaters.md)