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.
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:
| Control | Range | What it does |
|---|---|---|
| Intensity | 0–1 | Opacity / brightness multiplier |
| Rate | 0–500 /s | Particles spawned per second |
| Lifetime | 0.05–30 s | How long each particle lives |
| Max count | 1–2000 | Hard cap on the pool |
| Density | 0–1 | Per-tick spawn probability |
| Spread | 0–10 m | Emission cone half-extent |
| Direction X/Y/Z | −10 to 10 m/s | Mean drift velocity |
| Gravity | 0–20 m/s² | Downward pull |
| Drag | 0–1 | Air resistance |
| Emission width / height | 0.1–20 m | Plane emitter dimensions |
| Jitter & variances | 0–1 | Randomness for position, lifetime, velocity, colour |
| Burst count | 1–2000 | Particles per burst |
| Pulse gaps | 0–60 s | Quiet 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.