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GPUParticles3D

Inherits: :ref:`GeometryInstance3D<class_GeometryInstance3D>` < :ref:`VisualInstance3D<class_VisualInstance3D>` < :ref:`Node3D<class_Node3D>` < :ref:`Node<class_Node>` < :ref:`Object<class_Object>`

A 3D particle emitter.

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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 the process_material property to add a :ref:`ParticleProcessMaterial<class_ParticleProcessMaterial>` to configure particle appearance and behavior. Alternatively, you can add a :ref:`ShaderMaterial<class_ShaderMaterial>` which will be applied to all particles.

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Tutorials

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Properties

:ref:`int<class_int>` :ref:`amount<class_GPUParticles3D_property_amount>` 8
:ref:`float<class_float>` :ref:`collision_base_size<class_GPUParticles3D_property_collision_base_size>` 0.01
:ref:`DrawOrder<enum_GPUParticles3D_DrawOrder>` :ref:`draw_order<class_GPUParticles3D_property_draw_order>` 0
:ref:`Mesh<class_Mesh>` :ref:`draw_pass_1<class_GPUParticles3D_property_draw_pass_1>`  
:ref:`Mesh<class_Mesh>` :ref:`draw_pass_2<class_GPUParticles3D_property_draw_pass_2>`  
:ref:`Mesh<class_Mesh>` :ref:`draw_pass_3<class_GPUParticles3D_property_draw_pass_3>`  
:ref:`Mesh<class_Mesh>` :ref:`draw_pass_4<class_GPUParticles3D_property_draw_pass_4>`  
:ref:`int<class_int>` :ref:`draw_passes<class_GPUParticles3D_property_draw_passes>` 1
:ref:`Skin<class_Skin>` :ref:`draw_skin<class_GPUParticles3D_property_draw_skin>`  
:ref:`bool<class_bool>` :ref:`emitting<class_GPUParticles3D_property_emitting>` true
:ref:`float<class_float>` :ref:`explosiveness<class_GPUParticles3D_property_explosiveness>` 0.0
:ref:`int<class_int>` :ref:`fixed_fps<class_GPUParticles3D_property_fixed_fps>` 30
:ref:`bool<class_bool>` :ref:`fract_delta<class_GPUParticles3D_property_fract_delta>` true
:ref:`bool<class_bool>` :ref:`interpolate<class_GPUParticles3D_property_interpolate>` true
:ref:`float<class_float>` :ref:`lifetime<class_GPUParticles3D_property_lifetime>` 1.0
:ref:`bool<class_bool>` :ref:`local_coords<class_GPUParticles3D_property_local_coords>` false
:ref:`bool<class_bool>` :ref:`one_shot<class_GPUParticles3D_property_one_shot>` false
:ref:`float<class_float>` :ref:`preprocess<class_GPUParticles3D_property_preprocess>` 0.0
:ref:`Material<class_Material>` :ref:`process_material<class_GPUParticles3D_property_process_material>`  
:ref:`float<class_float>` :ref:`randomness<class_GPUParticles3D_property_randomness>` 0.0
:ref:`float<class_float>` :ref:`speed_scale<class_GPUParticles3D_property_speed_scale>` 1.0
:ref:`NodePath<class_NodePath>` :ref:`sub_emitter<class_GPUParticles3D_property_sub_emitter>` NodePath("")
:ref:`bool<class_bool>` :ref:`trail_enabled<class_GPUParticles3D_property_trail_enabled>` false
:ref:`float<class_float>` :ref:`trail_lifetime<class_GPUParticles3D_property_trail_lifetime>` 0.3
:ref:`TransformAlign<enum_GPUParticles3D_TransformAlign>` :ref:`transform_align<class_GPUParticles3D_property_transform_align>` 0
:ref:`AABB<class_AABB>` :ref:`visibility_aabb<class_GPUParticles3D_property_visibility_aabb>` AABB(-4, -4, -4, 8, 8, 8)
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Methods

:ref:`AABB<class_AABB>` :ref:`capture_aabb<class_GPUParticles3D_method_capture_aabb>` ( ) |const|
void :ref:`convert_from_particles<class_GPUParticles3D_method_convert_from_particles>` ( :ref:`Node<class_Node>` particles )
void :ref:`emit_particle<class_GPUParticles3D_method_emit_particle>` ( :ref:`Transform3D<class_Transform3D>` xform, :ref:`Vector3<class_Vector3>` velocity, :ref:`Color<class_Color>` color, :ref:`Color<class_Color>` custom, :ref:`int<class_int>` flags )
:ref:`Mesh<class_Mesh>` :ref:`get_draw_pass_mesh<class_GPUParticles3D_method_get_draw_pass_mesh>` ( :ref:`int<class_int>` pass ) |const|
void :ref:`restart<class_GPUParticles3D_method_restart>` ( )
void :ref:`set_draw_pass_mesh<class_GPUParticles3D_method_set_draw_pass_mesh>` ( :ref:`int<class_int>` pass, :ref:`Mesh<class_Mesh>` mesh )
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Signals

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finished ( )

Emitted when all active particles have finished processing. When :ref:`one_shot<class_GPUParticles3D_property_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.

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Enumerations

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enum DrawOrder:

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:ref:`DrawOrder<enum_GPUParticles3D_DrawOrder>` DRAW_ORDER_INDEX = 0

Particles are drawn in the order emitted.

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:ref:`DrawOrder<enum_GPUParticles3D_DrawOrder>` DRAW_ORDER_LIFETIME = 1

Particles are drawn in order of remaining lifetime.

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:ref:`DrawOrder<enum_GPUParticles3D_DrawOrder>` DRAW_ORDER_REVERSE_LIFETIME = 2

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:ref:`DrawOrder<enum_GPUParticles3D_DrawOrder>` DRAW_ORDER_VIEW_DEPTH = 3

Particles are drawn in order of depth.

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enum EmitFlags:

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:ref:`EmitFlags<enum_GPUParticles3D_EmitFlags>` EMIT_FLAG_POSITION = 1

Particle starts at the specified position.

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:ref:`EmitFlags<enum_GPUParticles3D_EmitFlags>` EMIT_FLAG_ROTATION_SCALE = 2

Particle starts with specified rotation and scale.

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:ref:`EmitFlags<enum_GPUParticles3D_EmitFlags>` EMIT_FLAG_VELOCITY = 4

Particle starts with the specified velocity vector, which defines the emission direction and speed.

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:ref:`EmitFlags<enum_GPUParticles3D_EmitFlags>` EMIT_FLAG_COLOR = 8

Particle starts with specified color.

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:ref:`EmitFlags<enum_GPUParticles3D_EmitFlags>` EMIT_FLAG_CUSTOM = 16

Particle starts with specified CUSTOM data.

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enum TransformAlign:

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:ref:`TransformAlign<enum_GPUParticles3D_TransformAlign>` TRANSFORM_ALIGN_DISABLED = 0

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:ref:`TransformAlign<enum_GPUParticles3D_TransformAlign>` TRANSFORM_ALIGN_Z_BILLBOARD = 1

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:ref:`TransformAlign<enum_GPUParticles3D_TransformAlign>` TRANSFORM_ALIGN_Y_TO_VELOCITY = 2

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:ref:`TransformAlign<enum_GPUParticles3D_TransformAlign>` TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY = 3

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Constants

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MAX_DRAW_PASSES = 4

Maximum number of draw passes supported.

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Property Descriptions

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:ref:`int<class_int>` amount = 8

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Number of particles to emit.

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:ref:`float<class_float>` collision_base_size = 0.01

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There is currently no description for this property. Please help us by :ref:`contributing one <doc_updating_the_class_reference>`!
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.. rst-class:: classref-property

:ref:`DrawOrder<enum_GPUParticles3D_DrawOrder>` draw_order = 0

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Particle draw order. Uses :ref:`DrawOrder<enum_GPUParticles3D_DrawOrder>` values.

Note: :ref:`DRAW_ORDER_INDEX<class_GPUParticles3D_constant_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.

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:ref:`Mesh<class_Mesh>` draw_pass_1

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:ref:`Mesh<class_Mesh>` that is drawn for the first draw pass.

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:ref:`Mesh<class_Mesh>` draw_pass_2

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:ref:`Mesh<class_Mesh>` that is drawn for the second draw pass.

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:ref:`Mesh<class_Mesh>` draw_pass_3

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:ref:`Mesh<class_Mesh>` that is drawn for the third draw pass.

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:ref:`Mesh<class_Mesh>` draw_pass_4

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:ref:`Mesh<class_Mesh>` that is drawn for the fourth draw pass.

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:ref:`int<class_int>` draw_passes = 1

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The number of draw passes when rendering particles.

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:ref:`Skin<class_Skin>` draw_skin

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There is currently no description for this property. Please help us by :ref:`contributing one <doc_updating_the_class_reference>`!
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:ref:`bool<class_bool>` emitting = true

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If true, particles are being emitted. :ref:`emitting<class_GPUParticles3D_property_emitting>` can be used to start and stop particles from emitting. However, if :ref:`one_shot<class_GPUParticles3D_property_one_shot>` is true setting :ref:`emitting<class_GPUParticles3D_property_emitting>` to true will not restart the emission cycle until after all active particles finish processing. You can use the :ref:`finished<class_GPUParticles3D_signal_finished>` signal to be notified once all active particles finish processing.

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:ref:`float<class_float>` explosiveness = 0.0

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Time ratio between each emission. If 0, particles are emitted continuously. If 1, all particles are emitted simultaneously.

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:ref:`int<class_int>` fixed_fps = 30

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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 simulation of the particle system itself.

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:ref:`bool<class_bool>` fract_delta = true

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

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:ref:`bool<class_bool>` interpolate = true

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Enables particle interpolation, which makes the particle movement smoother when their :ref:`fixed_fps<class_GPUParticles3D_property_fixed_fps>` is lower than the screen refresh rate.

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:ref:`float<class_float>` lifetime = 1.0

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Amount of time each particle will exist.

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:ref:`bool<class_bool>` local_coords = false

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If true, particles use the parent node's coordinate space (known as local coordinates). This will cause particles to move and rotate along the GPUParticles3D node (and its parents) when it is moved or rotated. If false, particles use global coordinates; they will not move or rotate along the GPUParticles3D node (and its parents) when it is moved or rotated.

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:ref:`bool<class_bool>` one_shot = false

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If true, only amount particles will be emitted.

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:ref:`float<class_float>` preprocess = 0.0

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Amount of time to preprocess the particles before animation starts. Lets you start the animation some time after particles have started emitting.

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:ref:`Material<class_Material>` process_material

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:ref:`Material<class_Material>` for processing particles. Can be a :ref:`ParticleProcessMaterial<class_ParticleProcessMaterial>` or a :ref:`ShaderMaterial<class_ShaderMaterial>`.

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:ref:`float<class_float>` randomness = 0.0

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Emission randomness ratio.

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:ref:`float<class_float>` speed_scale = 1.0

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Speed scaling ratio. A value of 0 can be used to pause the particles.

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:ref:`NodePath<class_NodePath>` sub_emitter = NodePath("")

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There is currently no description for this property. Please help us by :ref:`contributing one <doc_updating_the_class_reference>`!
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:ref:`bool<class_bool>` trail_enabled = false

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If true, enables particle trails using a mesh skinning system. Designed to work with :ref:`RibbonTrailMesh<class_RibbonTrailMesh>` and :ref:`TubeTrailMesh<class_TubeTrailMesh>`.

Note: :ref:`BaseMaterial3D.use_particle_trails<class_BaseMaterial3D_property_use_particle_trails>` must also be enabled on the particle mesh's material. Otherwise, setting :ref:`trail_enabled<class_GPUParticles3D_property_trail_enabled>` to true will have no effect.

Note: Unlike :ref:`GPUParticles2D<class_GPUParticles2D>`, the number of trail sections and subdivisions is set in the :ref:`RibbonTrailMesh<class_RibbonTrailMesh>` or the :ref:`TubeTrailMesh<class_TubeTrailMesh>`'s properties.

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:ref:`float<class_float>` trail_lifetime = 0.3

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The amount of time the particle's trail should represent (in seconds). Only effective if :ref:`trail_enabled<class_GPUParticles3D_property_trail_enabled>` is true.

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:ref:`TransformAlign<enum_GPUParticles3D_TransformAlign>` transform_align = 0

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There is currently no description for this property. Please help us by :ref:`contributing one <doc_updating_the_class_reference>`!
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.. rst-class:: classref-property

:ref:`AABB<class_AABB>` visibility_aabb = AABB(-4, -4, -4, 8, 8, 8)

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The :ref:`AABB<class_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 :ref:`AABB<class_AABB>` can be grown via code or with the Particles → Generate AABB editor tool.

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Method Descriptions

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:ref:`AABB<class_AABB>` capture_aabb ( ) |const|

Returns the axis-aligned bounding box that contains all the particles that are active in the current frame.

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void convert_from_particles ( :ref:`Node<class_Node>` particles )

Sets this node's properties to match a given :ref:`CPUParticles3D<class_CPUParticles3D>` node.

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void emit_particle ( :ref:`Transform3D<class_Transform3D>` xform, :ref:`Vector3<class_Vector3>` velocity, :ref:`Color<class_Color>` color, :ref:`Color<class_Color>` custom, :ref:`int<class_int>` flags )

Emits a single particle. Whether xform, velocity, color and custom are applied depends on the value of flags. See :ref:`EmitFlags<enum_GPUParticles3D_EmitFlags>`.

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:ref:`Mesh<class_Mesh>` get_draw_pass_mesh ( :ref:`int<class_int>` pass ) |const|

Returns the :ref:`Mesh<class_Mesh>` that is drawn at index pass.

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void restart ( )

Restarts the particle emission, clearing existing particles.

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void set_draw_pass_mesh ( :ref:`int<class_int>` pass, :ref:`Mesh<class_Mesh>` mesh )

Sets the :ref:`Mesh<class_Mesh>` that is drawn at index pass.