ParticlesFree

Sparks, snow, fog, confetti — free in space or as an overlay across the whole picture.

PlacementFree

The question is not the technique but where the effect should sit:

  • 2D — behind the avatar — a flat plane as a backdrop (snow, rain, fog)
  • 2D — in front of the avatar — a flat plane in the foreground (confetti, sparks)
  • 3D — free in space — the only case with collision: floor, objects and the avatar's body
  • 2D — across the whole picture — an overlay; the object's position and size have no effect here, the spawn area is given as a fraction of the picture in the particle tab

The two 2D cases are the same system at different depths — dragging it forward with the gizmo therefore changes its placement.

PresetsFree

Sparks · snow · rain · fog · confetti · smoke · fire · magic · hearts · bubbles · petals · stars · dust · fireflies · explosion.

A preset sets every value at once; everything stays adjustable afterwards. Shortcuts and start behaviour are kept.

RandomFree

The Random button next to the presets rolls a complete effect: colours, motion, size, amount and turbulence. It only rolls within ranges where there is something to see and where the graphics card keeps up — amount and simulation rate stay capped, and collision is never rolled in.

Simple viewFree

The particle tab has around sixty values. The Simple view tick box in the Object tab cuts it down to the handful you actually reach for — amount, lifetime, speed, spread, direction, colours, size, image. The other values are kept; the tick box only hides them.

The add window has two ready-made tiles for this: 3D particles (easy) and 2D particles (easy).

Sections of the particle tab (full view)

SectionWhat for
EmissionAmount, lifetime, explosiveness
Emission areaPoint, sphere, box, ring
MotionDirection, spread, speed, gravity
AppearanceColour gradient, size, blend mode, custom image
TurbulenceEddies
TrailA streak behind each particle
AttractionAn attracting or repelling point
CollisionFloor, scene objects, avatar body
PerformanceSimulation rate, draw order

Starting and stopping

Emission is toggled by shortcut, a single burst has its own shortcut, and the system can start with the scene.

Note: Collision bodies are shared by every particle system in a scene — at most 32 take effect at a time. Which objects can be hit at all is decided by the collision groups.

TODO: A worked example (a confetti burst on a key press).