Skip to content

The Particiliary

You’ve now spent seven chapters learning the foundation: Transform, the Render Template, properties, graphs, the two emission modes, linking. All of that applies to every emitter the plugin supports. But the eleven supported types each interpret these foundations a little differently, and a few of them break the pattern in interesting ways.

This chapter is the catalog.

The eleven types group into three families based on where they render:

  • Workspace types (six). Emitters that live in your 3D scene. Part, Attachment, Beam, Trail, PointLight, Model. They emit visible particles into the world, with positions and motion in 3D space.
  • Screen-space types (four). Post-processing effects that animate over the camera. Blur, Bloom, ColorCorrection, Atmosphere. They don’t sit anywhere in space; they affect the whole rendered frame.
  • UI types (one). Flat particles emitted into the GUI layer. ImageLabel. Two-dimensional, with their own motion model.

The first three workspace types — Part, Attachment, Model — share a large stack of properties between them. Speed, Drag, Acceleration, Lifetime, Rate, SpreadAngle, and many more behave identically across all three. Explaining each property three times would be repetitive and bury the actual differences between the types.

So the catalog is structured this way: before any per-type chapter, you read the shared chapters once. Each per-type chapter then references the shared chapters for the properties it inherits and explains only what’s unique.

The four shared chapters:

  • SpawningRate, Lifetime, SpreadAngle, Direction, Position, Pos. Mode, Orientation, Z-Offset, plus the three emit-timing controls. Used by Part, Attachment, Model.
  • MotionSpeed, Drag, Acceleration, Dir. Mode, Reverse Motion, Rotation Mode, three-axis Rotation Speed. Used by Part, Attachment, Model.
  • AdvancedAnim. Steps, Linger, three-axis initial Rotation. Used by Part, Attachment, Model.
  • Mesh FlipbooksMode, Framerate, StartRandom, Reverse. Used by Part and Beam.

Read the four shared chapters first. Then the per-type chapters in this order: PartAttachmentBeamTrailPointLightModelBlurBloomColorCorrectionAtmosphereImageLabel.

Each per-type chapter opens with a “Properties at a glance” table that lists everything for that type — shared properties (with links to the shared chapters) and type-specific properties (with anchors to the prose lower on the page). You can land on any type page and see its complete property surface in one view.

Start with Spawning. It’s the foundation under every emitter that moves.