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Particle Shape

Experimental Feature

This is an experimental feature. To enable, check Enable Experimental Features in Preferences. Experimental features are only available as part of a Professional licence.

Intro

Technical Preview

⚠️ Note that this is a technical preview so it's possible Scenes saved in 2.0b6 may not behave in 2.0b7.

Features may change before the 2.0 release so documentation is currently very light. Jump on Discord to ask any questions.

The Particle system consists of several Layers:

A quick way to get started is to click the Particle Shape icon in the Shelf and hit play. This will add a Particle Shape and a connected Particle Emitter to the Composition.

Particle Distribution

The Particle Distribution can be used to attach geometry to each Particle or, for example, to use a Particle Shape as the input to a Connect Shape (or any Layer that uses a Distribution).

UI

Common Attributes +

Time - This attribute is connected to the Composition's Time to animate the Particles on each frame. The connection can be replaced with keyframes or another Behaviour if required.

Start Frame - Set the frame the Particle simulation will start on.

Seed -

Lifespan - Set

Emitters - Connect Emitters to this attribute to define where Particles will spawn from.

Modifiers - Modifiers can be used to manipulate the Particles movements and properties. They can be 'stacked' where each Modifier adds to the one below it.

Turbulence - Add noisy movement to the Particles.

Gravity - Set the strength and direction of a force to accelerate the Particles along.

Drag Force - Set the strength of a force acting opposite to the relative motion of the Particles.

Mass - The mass of a Particle determines its rate of acceleration when a force is applied. A Particle with a higher mass will accelerate more slowly.

Number of Particles - (Read only) The current number of Particles being emitted.

Particles as a mesh

A Particle Shape differs in certain ways from other Shapes in order to handle high particle counts in a performant way. For example, it does not include a Fill or Stroke tab. Instead, the visual appearance can be affected via the Visual tab or using the Visual Modifier. It also doesn't output a Path which means it cannot be deformed, used with Layers like the Component Constraint or rendered to SVG.

In order to use a Particle Shape in this way, the Particle Distribution can be used alongside a Duplicator which does output a Path.