Particle properties for [Particles] and [Particles2D] nodes. ParticlesMaterial defines particle properties and behavior. It is used in the [code]process_material[/code] of [Particles] and [Particles2D] emitter nodes. Some of this material's properties are applied to each particle when emitted, while others can have a [CurveTexture] applied to vary values over the lifetime of the particle. When a randomness ratio is applied to a property it is used to scale that property by a random amount. The random ratio is used to interpolate between [code]1.0[/code] and a random number less than one, the result is multiplied by the property to obtain the randomized property. For example a random ratio of [code]0.4[/code] would scale the original property between [code]0.4-1.0[/code] of its original value. Returns [code]true[/code] if the specified flag is enabled. Returns the value of the specified parameter. Returns the randomness ratio associated with the specified parameter. Returns the [Texture] used by the specified parameter. If [code]true[/code], enables the specified flag. See [enum Flags] for options. Sets the specified [enum Parameter]. Sets the randomness ratio for the specified [enum Parameter]. Sets the [Texture] for the specified [enum Parameter]. Initial rotation applied to each particle, in degrees. [b]Note:[/b] Only applied when [member flag_disable_z] or [member flag_rotate_y] are [code]true[/code] or the [SpatialMaterial] being used to draw the particle is using [constant SpatialMaterial.BILLBOARD_PARTICLES]. Each particle's rotation will be animated along this [CurveTexture]. Rotation randomness ratio. Initial angular velocity applied to each particle in [i]degrees[/i] per second. Sets the speed of rotation of the particle. [b]Note:[/b] Only applied when [member flag_disable_z] or [member flag_rotate_y] are [code]true[/code] or the [SpatialMaterial] being used to draw the particle is using [constant SpatialMaterial.BILLBOARD_PARTICLES]. Each particle's angular velocity will vary along this [CurveTexture]. Angular velocity randomness ratio. Particle animation offset. Each particle's animation offset will vary along this [CurveTexture]. Animation offset randomness ratio. Particle animation speed. Each particle's animation speed will vary along this [CurveTexture]. Animation speed randomness ratio. Each particle's initial color. If the [Particles2D]'s or [Particles]'s [code]texture[/code] is defined, it will be multiplied by this color. [b]Note:[/b] [member color] multiplies the particle mesh's vertex colors. To have a visible effect on a [SpatialMaterial], [member SpatialMaterial.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function. Otherwise, [member color] will have no visible effect. Each particle's initial color will vary along this [GradientTexture] (multiplied with [member color]). [b]Note:[/b] [member color_initial_ramp] multiplies the particle mesh's vertex colors. To have a visible effect on a [SpatialMaterial], [member SpatialMaterial.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function. Otherwise, [member color_initial_ramp] will have no visible effect. Each particle's color will vary along this [GradientTexture] over its lifetime (multiplied with [member color]). [b]Note:[/b] [member color_ramp] multiplies the particle mesh's vertex colors. To have a visible effect on a [SpatialMaterial], [member SpatialMaterial.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function. Otherwise, [member color_ramp] will have no visible effect. The rate at which particles lose velocity. Damping will vary along this [CurveTexture]. Damping randomness ratio. Unit vector specifying the particles' emission direction. The box's extents if [code]emission_shape[/code] is set to [constant EMISSION_SHAPE_BOX]. Particle color will be modulated by color determined by sampling this texture at the same point as the [member emission_point_texture]. [b]Note:[/b] [member emission_color_texture] multiplies the particle mesh's vertex colors. To have a visible effect on a [SpatialMaterial], [member SpatialMaterial.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function. Otherwise, [member emission_color_texture] will have no visible effect. Particle velocity and rotation will be set by sampling this texture at the same point as the [member emission_point_texture]. Used only in [constant EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from mesh or node by selecting "Create Emission Points from Mesh/Node" under the "Particles" tool in the toolbar. The number of emission points if [code]emission_shape[/code] is set to [constant EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]. Particles will be emitted at positions determined by sampling this texture at a random position. Used with [constant EMISSION_SHAPE_POINTS] and [constant EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from mesh or node by selecting "Create Emission Points from Mesh/Node" under the "Particles" tool in the toolbar. The axis of the ring when using the emitter [constant EMISSION_SHAPE_RING]. The height of the ring when using the emitter [constant EMISSION_SHAPE_RING]. The inner radius of the ring when using the emitter [constant EMISSION_SHAPE_RING]. The radius of the ring when using the emitter [constant EMISSION_SHAPE_RING]. Particles will be emitted inside this region. Use [enum EmissionShape] constants for values. The sphere's radius if [code]emission_shape[/code] is set to [constant EMISSION_SHAPE_SPHERE]. Align Y axis of particle with the direction of its velocity. If [code]true[/code], particles will not move on the z axis. If [code]true[/code], particles rotate around Y axis by [member angle]. Amount of [member spread] along the Y axis. Gravity applied to every particle. Initial hue variation applied to each particle. Each particle's hue will vary along this [CurveTexture]. Hue variation randomness ratio. Initial velocity magnitude for each particle. Direction comes from [member spread] and the node's orientation. Initial velocity randomness ratio. Particle lifetime randomness ratio. Linear acceleration applied to each particle in the direction of motion. Each particle's linear acceleration will vary along this [CurveTexture]. Linear acceleration randomness ratio. Orbital velocity applied to each particle. Makes the particles circle around origin. Specified in number of full rotations around origin per second. [b]Note:[/b] Only available when [member flag_disable_z] is [code]true[/code]. Each particle's orbital velocity will vary along this [CurveTexture]. Orbital velocity randomness ratio. Radial acceleration applied to each particle. Makes particle accelerate away from origin. Each particle's radial acceleration will vary along this [CurveTexture]. Radial acceleration randomness ratio. Initial scale applied to each particle. Each particle's scale will vary along this [CurveTexture]. Scale randomness ratio. Each particle's initial direction range from [code]+spread[/code] to [code]-spread[/code] degrees. Tangential acceleration applied to each particle. Tangential acceleration is perpendicular to the particle's velocity giving the particles a swirling motion. Each particle's tangential acceleration will vary along this [CurveTexture]. Tangential acceleration randomness ratio. Trail particles' color will vary along this [GradientTexture]. Emitter will emit [code]amount[/code] divided by [code]trail_divisor[/code] particles. The remaining particles will be used as trail(s). Trail particles' size will vary along this [CurveTexture]. Use with [method set_param], [method set_param_randomness], and [method set_param_texture] to set initial velocity properties. Use with [method set_param], [method set_param_randomness], and [method set_param_texture] to set angular velocity properties. Use with [method set_param], [method set_param_randomness], and [method set_param_texture] to set orbital velocity properties. Use with [method set_param], [method set_param_randomness], and [method set_param_texture] to set linear acceleration properties. Use with [method set_param], [method set_param_randomness], and [method set_param_texture] to set radial acceleration properties. Use with [method set_param], [method set_param_randomness], and [method set_param_texture] to set tangential acceleration properties. Use with [method set_param], [method set_param_randomness], and [method set_param_texture] to set damping properties. Use with [method set_param], [method set_param_randomness], and [method set_param_texture] to set angle properties. Use with [method set_param], [method set_param_randomness], and [method set_param_texture] to set scale properties. Use with [method set_param], [method set_param_randomness], and [method set_param_texture] to set hue variation properties. Use with [method set_param], [method set_param_randomness], and [method set_param_texture] to set animation speed properties. Use with [method set_param], [method set_param_randomness], and [method set_param_texture] to set animation offset properties. Represents the size of the [enum Parameter] enum. Use with [method set_flag] to set [member flag_align_y]. Use with [method set_flag] to set [member flag_rotate_y]. Use with [method set_flag] to set [member flag_disable_z]. Represents the size of the [enum Flags] enum. All particles will be emitted from a single point. Particles will be emitted in the volume of a sphere. Particles will be emitted in the volume of a box. Particles will be emitted at a position determined by sampling a random point on the [member emission_point_texture]. Particle color will be modulated by [member emission_color_texture]. Particles will be emitted at a position determined by sampling a random point on the [member emission_point_texture]. Particle velocity and rotation will be set based on [member emission_normal_texture]. Particle color will be modulated by [member emission_color_texture]. Particles will be emitted in a ring or cylinder. Represents the size of the [enum EmissionShape] enum.