Particle parameter reference

Every knob in a particle preset, grouped the way the preset editor groups them, plus the recipes that show how the groups combine.

New to particles? Start with the particles overview for presets, burst vs. loop, and the live preview. This page is the full parameter map. Distances are in meters and times in seconds. Every parameter with a variation partner adds per-particle randomness: each particle draws its value from a range centered on the base value, so variation is what turns a uniform stream into something organic.

Note. All angle-type fields (spread angle, radial amount, particle angle, angular speed) display in degrees in the preset editor.

Emission

Where particles are born, how many, how fast, and in which direction.

ParameterRangeWhat it does
Birth rate (+ variation)0–3000 /sParticles emitted per second while the emitter runs. The single biggest density control.
Lifetime (+ variation)0–10 sHow long each particle lives. Variation staggers deaths so a stream doesn't vanish in pulses.
Speed (+ variation)0–1.5Initial launch speed. Zero makes particles that hang where they're born and move only under forces.
Spread angle0–360°Cone of randomness around each particle's birth direction. 0° is a laser-straight stream; wide values scatter.
Shapepoint · sphere · box · plane · cone · cylinder · torusThe geometric region particles are born from.
Shape size0–10 m per axisDimensions of the emitter shape. A 3 × 0.01 × 3 plane is a snowfall ceiling; a 0.05 sphere is a candle flame's core.
Birth locationsurface · volume · verticesWhether particles start on the shape's skin, anywhere inside it, or at a regular grid of points on it.
Birth directionnormal · world · localNormal launches outward from the shape's surface; world and local use the emission direction vector, in world space or the emitter's own space respectively.
Emission directionvectorThe direction used by world/local birth direction. (0, 1, 0) is straight up.
Radial amount0–360°How much of the shape's circumference emits. Full circle sprays all around; a slice makes a directional fan.
Torus inner radius0–1Thickness of the torus ring, as a fraction. Only the torus shape uses it.
Burst count0–1000Particles released in one burst when a one-shot emitter fires (see burst vs. loop).
Particles inherit transformon / offOn: existing particles ride along when the emitter moves (a torch carried through the room). Off: born particles stay in the world where they were emitted (a smoke trail behind a moving object).

Physics

What happens to particles after birth.

ParameterRangeWhat it does
Mass (+ variation)0–10Heavier particles respond less to forces. Mass variation makes a mixed flurry where some flakes dart and some drift.
Angle (+ variation)0–360°Initial spin orientation of each particle's sprite.
Angular speed (+ variation)−/+How fast each sprite rotates over its life; negative reverses direction. Pair with variation so sprites don't spin in lockstep.
Damping0–1Drag. Higher values bleed off velocity so particles launch fast and coast to a stop, the heart of any explosion that blooms and hangs.
Stretch0–10Elongates sprites along their motion, turning dots into streaks for rain, sparks, or warp lines.
Accelerationvector, −10–10 per axisA constant force on every particle. (0, −9.8, 0) is Earth gravity; a small −Y is lazy snow; +Y makes embers rise.

Color

Particle opacity is part of color: the alpha of each color you pick is the particle's opacity, and it layers with the opacity curve below.

ParameterOptionsWhat it does
Color modeconstant · random · evolvingConstant: every particle is the first color. Random: each particle picks a blend between the two colors at birth and keeps it. Evolving: each particle shifts from the first color to the second over its lifetime.
Colorcolor + alphaThe primary color. Its alpha sets base particle opacity.
Second colorcolor + alphaThe partner color for random and evolving modes.
Evolution power0–5Bends the evolving transition's timing. 1 is even; higher values hold the first color longer before a late shift.

Tip. Evolving color is the fire trick: bright yellow-white evolving to deep red with a fading alpha reads as cooling embers with a single emitter.

Visual

How each particle draws.

ParameterOptions / rangeWhat it does
Size (+ variation)0–1 mSprite size at birth.
End size0–2×, + curve power 0–5Size at end of life, relative to birth size: shrink to 0 for dissolving sparks, or grow past 1 for billowing smoke. The power bends how quickly the change happens.
Opacity curveconstant · fade in · fade out · fade in/out · linear fade in · linear fade outHow opacity changes over each particle's life, multiplied with the color alpha. Fade in/out removes pops at both birth and death.
Billboard modebillboard · Y-aligned · free rotating · velocity alignedBillboard always faces the viewer; Y-aligned faces the viewer but stays upright; free rotating tumbles in 3D; velocity aligned points along the particle's motion (use with stretch for streaks).
Lightingon / offWhether scene lighting shades particles. Off for self-luminous effects (sparks, magic); on for matter (dust, snow) that should sit in the room's light.
Sort orderunsorted · depth near→far · depth far→near · age young→old · age old→youngDraw order within the effect. Unsorted is cheapest and fine for additive effects; depth sorting fixes layering artifacts with alpha-blended sprites.
Blend modeadditive · alpha · replace · multiply · screenAdditive brightens whatever is behind it; it's the default, and ideal for light-like effects. Alpha is ordinary transparency for solid matter. Multiply darkens (smoke, shadow); screen is a softer brighten; replace overwrites outright.
Sprite imagesoft glow (default) · SF Symbol nameThe picture each particle draws. The default is a soft radial glow; or type any SF Symbol name (snowflake, star.fill, heart.fill, sparkle) for shaped particles.

Force fields

Three fields act on particles for their entire flight. All default to zero, which means off.

FieldParametersWhat it does
Noisestrength 0–10 · scale 0–10Turbulence, a swirling and ever-shifting wind. Strength sets how hard particles are pushed; scale sets the size of the eddies (low = broad slow currents, high = fine jitter). This is the one parameter that makes snow and smoke stop looking synthetic.
Attractionstrength −10–10 · center pointPulls every particle toward a point; negative strength pushes away. Orbit-like gathers, genie-into-the-lamp effects, or a repulsor that keeps a zone clear.
Vortexstrength 0–10 · axisSwirls particles around an axis. A vertical axis with moderate strength is a dust devil; combine with upward acceleration for a rising tornado of sparks.

Spawn

A preset may carry one secondary emitter: a complete child particle system that fires from the parent's particles rather than from the emitter shape. The child has its own full set of emission, physics, color, visual, and force-field parameters.

ParameterOptionsWhat it does
Spawn occasionon birth · on death · on updateWhen each parent particle triggers the child: at its birth, at its death (the fireworks pattern, where the shell dies and the crackle blooms), or continuously along its flight (trails).
Spread factor0–1How widely child particles scatter from their spawn point.
Velocity factor0–1How much of the parent particle's velocity the children inherit. At 0 they bloom in place; at 1 they carry the parent's momentum.
Inherit parent coloron / offChildren take their parent's current color, keeping a layered effect reading as one.
Child spritesoft glow · SF Symbol nameThe child system's own sprite image.

Recipes

Snow. Looping emitter, wide flat plane overhead, volume birth, low birth rate, long lifetime with variation, near-zero speed, gentle downward acceleration, generous mass variation, a touch of noise at low scale, snowflake sprite, alpha blend, lighting on, fade in/out opacity.

Embers. Looping emitter, small sphere, modest birth rate, slight upward acceleration, noise for wander, evolving color from hot yellow-orange to dark red with falling alpha, small size shrinking to 0, additive blend, default glow sprite, lighting off.

Magic sparkle. Attach to a moving entity, particles inherit transform off so the trail hangs in space, short lifetimes, sparkle sprite, additive blend, random color between two jewel tones, angular speed with variation, size shrinking to 0, fade-out opacity curve.

Fireworks. One-shot (burst) emitter revealed on cue: high burst count from a point, high speed, full spherical spread, strong damping so the shell blooms and hangs, gravity pulling down, stretch for streaks, evolving color. Add a secondary emitter spawning on death with tiny, short-lived, white additive children — that's the crackle. Time it with a reveal or the Add Particle action in the actions reference.