RVeal

Particle effects

Particle effects

Particle effects produce atmosphere — smoke, fire, sparks, mist, rain, confetti and fireworks. Choose a preset for an instant result, then refine with the sliders below.

14
Ready-made presets
8
Particle families
2000
Max particles each

Particle families

Every effect is built on one of eight underlying families:

Smoke

Soft, slow billowing puffs.

Fire

Hot particles rising upward.

Sparks

Many small, fast points.

Fog

Static lingering mist.

Clouds

Drifting volumetric sky layer.

Water

Rain and splash droplets.

Confetti

Tumbling paper shapes.

Fireworks

Rockets and bursting shells.

The 14 presets

Presets are grouped into Ambient, Water, Confetti and Fireworks. Each one seeds the full set of sliders; changing any slider afterwards simply edits the values.

Fire · Ambient family · Continuous emission

  • Up to 220 particles on screen, ~90 spawned per second
  • Each lives 1.4s and drifts upward
  • Glow: on

Smoke · Ambient family · Continuous emission

  • Up to 80 particles on screen, ~14 spawned per second
  • Each lives 4.5s and drifts upward
  • Glow: off

Sparks · Ambient family · Continuous emission

  • Up to 200 particles on screen, ~60 spawned per second
  • Each lives 2.5s and drifts upward
  • Glow: on

Fog · Ambient family · Continuous emission

  • Up to 60 particles on screen, ~6 spawned per second
  • Each lives 6s and hangs in place
  • Glow: off

Sparks · Ambient family · Pulsed emission

  • Up to 400 particles on screen, ~220 spawned per second
  • Each lives 0.7s and drifts upward
  • Glow: on

Smoke · Ambient family · Continuous emission

  • Up to 100 particles on screen, ~22 spawned per second
  • Each lives 3.2s and drifts upward
  • Glow: off

Clouds · Ambient family · Continuous emission

  • Up to 12 particles on screen, ~6 spawned per second
  • Each lives 10s and hangs in place
  • Glow: off

Water · Water family · Continuous emission

  • Up to 600 particles on screen, ~200 spawned per second
  • Each lives 1.5s and falls downward
  • Glow: off

Water · Water family · Continuous emission

  • Up to 80 particles on screen, ~35 spawned per second
  • Each lives 0.5s and drifts upward
  • Glow: off

Smoke · Water family · Continuous emission

  • Up to 80 particles on screen, ~14 spawned per second
  • Each lives 4.5s and hangs in place
  • Glow: off

Confetti · Confetti family · Burst emission

  • Up to 400 particles on screen, ~400 spawned per second
  • Each lives 3s and drifts upward
  • Glow: off · multi-colour palette

Confetti · Confetti family · Continuous emission

  • Up to 600 particles on screen, ~30 spawned per second
  • Each lives 6s and falls downward
  • Glow: off · multi-colour palette

Fireworks · Fireworks family · Continuous emission

  • Up to 300 particles on screen, ~0.4 spawned per second
  • Each lives 1.2s and drifts upward
  • Glow: off · multi-colour palette

Fireworks · Fireworks family · Continuous emission

  • Up to 800 particles on screen, ~1.5 spawned per second
  • Each lives 0.6s and hangs in place
  • Glow: off · multi-colour palette

Emission modes

How particles are released over time:

  • Continuous — a steady stream (the default).
  • Burst — a single one-shot release, like a confetti cannon.
  • Pulsed — random bursts separated by quiet gaps, like a welder.

Full control reference

Every parameter you can adjust, with its range:

ControlRangeWhat it does
Intensity0–1Opacity / brightness multiplier
Rate0–500 /sParticles spawned per second
Lifetime0.05–30 sHow long each particle lives
Max count1–2000Hard cap on the pool
Density0–1Per-tick spawn probability
Spread0–10 mEmission cone half-extent
Direction X/Y/Z−10 to 10 m/sMean drift velocity
Gravity0–20 m/s²Downward pull
Drag0–1Air resistance
Emission width / height0.1–20 mPlane emitter dimensions
Jitter & variances0–1Randomness for position, lifetime, velocity, colour
Burst count1–2000Particles per burst
Pulse gaps0–60 sQuiet time between pulses

Colour is set with a picker; Confetti and Fireworks also accept a palette of up to eight colours. Glow switches to additive blending for hot, bright effects.

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