Component reference
FX components
Particle System component
13 min
description the particle system component enables you to create dynamic visual effects like smoke, fire, rain, and explosions using particles built on the three quarks https //docs quarks art/docs library, it offers extensive customization to control how particles are emitted, behave, and render over time ℹ️ official three quarks documentation for a detailed breakdown of the technical aspects of the particle system and how it works, refer to the official three quarks documentation properties the particle system component includes a wide array of configurable properties these properties can be organized into the following categories emission settings these settings control how particles are emitted from the system property description looping determines if the particle system loops after completing its duration duration sets how long the particle system emits particles during one cycle a value of 0 makes the emission infinite prewarm starts the system in a state as if it has been running for its duration, creating an immediate effect emitter shape defines the emission source's shape, such as point , sphere , cone , donut , or a mesh surface emission bursts adds bursts of particles at specific times during the emission cycle emission rate the number of particles emitted per second, either as a constant or a range particle properties these settings define how particles look and behave when emitted property description start life sets how long particles live after being emitted type can be constant , interval , or bezier min minimum lifespan (for interval or bezier ) max maximum lifespan (for interval or bezier ) start size determines the initial size of particles type can be constant , interval , or bezier min minimum size (for interval or bezier ) max maximum size (for interval or bezier ) start speed controls how fast particles are emitted from the source type can be constant , interval , or bezier min minimum speed (for interval or bezier ) max maximum speed (for interval or bezier ) start rotation sets the initial rotation angle of particles type can be constant , interval , or bezier min minimum rotation angle (for interval or bezier ) max maximum rotation angle (for interval or bezier ) start color specifies the particles' initial color, supporting solid colors or gradients type can be constant , interval , or bezier color sets the strat color of the particles opacity adjusts transparency ( 0 for fully transparent to 1 for fully opaque) emission over time defines how many particles are emitted over time type can be constant , interval , or bezier value specifies the emission rate renderer settings these properties define how particles are rendered in your scene property description render mode defines how particles appear in the scene options include billboard , stretched billboard , mesh , and trail particle texture assigns a texture to particles this setting supports single images or sprite sheets for animation uv tiles (x, y) defines the number of tiles in a sprite sheet (columns and rows) starting tiles index specifies the starting frame when using sprite sheets for animated particles settings include type can be constant , interval , or bezier value determines which tile index to start from blending sets the blending behavior options include normal , additive , subtractive , multiply , custom , and no blending transparent toggles the use of the alpha channel for transparency use world world determines if particles are affected by world coordinates ( enabled ) or local emitter coordinates ( disabled ) behaviors behaviors dynamically modify particle properties over time, adding realism and flexibility to your visual effects below is the list of supported behaviors for particles behavior description https //quarks art/runtime/docs/classes/quarks core applycollision html enables particles to interact with colliders, simulating realistic collisions https //quarks art/runtime/docs/classes/quarks core applyforce html adds a constant force, such as wind or gravity, to particles apply sequences organizes and manages sequences of behaviors for particles https //quarks art/runtime/docs/classes/quarks core changeemitdirection html dynamically adjusts the direction from which particles are emitted color by speed changes particle color based on their speed https //quarks art/runtime/docs/classes/quarks core coloroverlife html adjusts particle color over their lifespan, enabling effects like fading or gradients https //quarks art/runtime/docs/classes/quarks core emitsubparticlesystem html spawns secondary particle systems from existing particles for layered effects force over life applies force to particles progressively over their lifetime frame over life animates particles through frames in a sprite sheet as they age https //quarks art/runtime/docs/classes/quarks core gravityforce html simulates gravitational pull on particles, mimicking real world physics https //quarks art/runtime/docs/classes/quarks core limitspeedoverlife html restricts particle speed over time, ideal for controlled effects https //quarks art/runtime/docs/classes/quarks core noise html adds randomness to particle motion, creating organic, natural looking effects https //quarks art/runtime/docs/classes/quarks core orbitoverlife html causes particles to revolve around a point over time, perfect for vortex like effects rotation 3d over life rotates particles in 3d world as they age rotation by speed changes particle rotation based on their speed, adding dynamic motion https //quarks art/runtime/docs/classes/quarks core rotationoverlife html modifies particle rotation as they age, enabling spinning or turning effects size by speed adjusts particle size based on their speed, great for effects like smoke trails https //quarks art/runtime/docs/classes/quarks core sizeoverlife html alters particle size progressively as they age, allowing for growth or shrinkage effects https //quarks art/runtime/docs/classes/quarks core speedoverlife html gradually changes particle speed over their lifespan for acceleration or deceleration https //quarks art/runtime/docs/classes/quarks core turbulencefield html introduces turbulence to particle motion, creating chaotic, swirling effects width over length modifies particle width along their travel path, ideal for effects like streaks or comets usage notes performance tips keep particle counts manageable, especially for mobile devices sprite sheets for textures ensure sprite sheets are correctly formatted, and configure the uv tiles properly using sprite sheets with the particle system sprite sheets are a powerful way to create advanced animated particle effects they consist of multiple frames of an animation stored in a single image, which the particle system cycles through to create dynamic visual effects like fire, smoke, or sparks to create a particle effect usign a sprite sheet, follow these steps prepare the sprite sheet ensure your image is formatted as a grid, with evenly worldd rows and columns representing the frames of the animation for example set uv tiles (x, y) use the uv tiles (x, y) property to specify the number of tiles in the sprite sheet the x value represents columns, and the y value represents rows choose starting tile index configure the starting tile index to define which frame of the sprite sheet the animation begins from you can set it to constant always start from the same frame interval randomly choose a starting frame from a range bezier animate the starting frame dynamically use frame over life behavior add the frame over life behavior to animate the particles through the frames of the sprite sheet over their lifespan configure the behavior to control the playback speed and looping options following these steps, you can effectively use your sprite sheets for creating realistic particle effects in the engine practical applications some other examples of practical applications for sprite sheet particles include fire animations a sprite sheet could contain frames showing flames transitioning into smoke use frame over life to play the sequence sparks for effects like sparks, use a sprite sheet with variations in shape and brightness, cycling through them rapidly explosions animate explosions using a sprite sheet that transitions from a bright burst to dissipating debris or smoke important details three quarks integration advanced settings may require reviewing the three quarks documentation https //docs quarks art/docs/core components/particle system limitations some features, like advanced bezier curves, may have restricted functionality