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 true falsefalse left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type renderer settings these properties define how particles are rendered in your scene true falsefalse left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type 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 true falsefalse left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type false left unhandled content type 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 spaced 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