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Emission and Shapes ​

A water emitter previewed in the Photon Scene

Shape, direction, and emission rate combine into the distribution visible in the live Scene.

Emission decides when to spawn particles. Shape decides where they start and which direction supplies their initial speed.

Emission Sources ​

SourceBehaviour
Emission RateSpawn continuously over emitter time.
Distance RateSpawn as the emitter travels, useful for footsteps and moving trails.
BurstSpawn a configured count at a specific cycle time.

Bursts include time, count, cycles, interval, and probability. The emitter tracks each burst cycle so looping emitters do not replay old burst state incorrectly.

Shape Transform ​

The Shape module adds its own position, rotation, and scale inside the emitter transform. This is useful when the visual emission volume needs a different pivot without adding another Empty object.

Built-in Shapes ​

ShapeImportant controlsTypical use
DotnoneOne origin point.
Boxdimensions and emit-from modeVolumes, planes, or box surfaces.
Circleradius, thickness, arcRings and radial sprays.
Coneangle, radius, thickness, arcFire, jets, and directional spreads.
Cylinderradius, thickness, arcColumns and circular walls.
Sphereradius, thickness, arcExplosions, auras, and shells.
Meshvertices, edges or triangles of a mesh sourceEmit from authored model geometry.
Functionexpressions for position/directionProcedural paths and mathematical volumes.

Arc ​

Circle-like shapes can restrict their angular range and choose how that range is traversed. Arc modes provide random distribution or ordered progression; loop, ping-pong, spread, and speed controls determine how emission advances.

Radius Thickness ​

A thickness of 0 emits on the outer surface. Larger values allow points further toward the center. Use a shell for readable outlines and a filled volume for clouds or explosions.

Mesh Sources ​

Universal mesh sources since 2.2.0

Mesh shapes use the same sources as Model rendering: built-in primitives, OBJ Model, Json Model, glTF Model, Animated glTF Model, or a Mesh Reference to a reusable Mesh resource. This avoids maintaining separate shape and renderer meshes. See Mesh Sources for the full list.

glTF Model since 2.2.5 Animated glTF Model since 2.2.7

A glTF Model works like any other mesh. With an Animated glTF Model, the shape follows the animation: particles spawn on the current shared-clock pose, even when the model uses Per-Particle Phase for rendering. The sampling weights (edge lengths and triangle areas) stay those of the rest pose, so a stretched limb gets its unstretched share. See glTF Models.

Ground Snap ​

Since 2.2.9

Since 2.2.9, Ground Snap drops every spawn point onto the terrain below it. Use it for dust, debris or grass tufts that should start on the ground under an emitter that floats above it. Turn on Ground Snap in the Particle Emitter's Shape module.

Each new particle looks for ground along a straight line from its spawn point and moves onto the first surface it hits.

OptionDefaultDescription
DirectionWorldDownWorldDown: straight down. EmitterDown: the emitter's -Y, for emitters on walls and ceilings.
Max Distance8 (0–256)How far below the spawn point to look for ground, in blocks.
Search Above1 (0–64)Start looking this far above the spawn point, so points just under the surface still find it.
Offset0 (-16–16)Distance from the surface along its normal.
Include FluidsoffLand on fluid surfaces too.
Align To NormaloffTurns the start velocity so that what the shape aims up leaves the surface along its normal. It matters when the face the search lands on is not square to the search direction, for example with EmitterDown on a tilted emitter.
Discard Without GroundoffRemoves particles that find no ground within reach, instead of leaving them where the shape put them.
  • The search hits block collision shapes, so slabs and stairs count, and blocks without collision (grass, flowers) do not. Collider objects are not hit.
  • When the search starts inside a block (under a low ceiling, inside a tree), it searches again from the spawn point itself.
  • The snap happens once, at spawn. To keep particles on the ground afterwards, use Collision.

Function Shape ​

Function Shape evaluates expressions for position and direction. Keep expressions deterministic and guard divisions/square roots against invalid values; a NaN spawn position cannot be rendered or collided safely.

Released under the MIT License.