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Particle Presets

All 23 particle presets across the Ambient, Pyro, Celebratory, Water, and Magic categories, with the values that define each one.

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Preset browser

The preset browser at the foot of the Particles panel lists 23 presets under five category headers. Each is a chip with an icon and the preset's name. Selecting a chip arms it; tapping the canvas drops it.

A preset is a complete authored system — emitter, forces, over-life curves, and render style — not a locked-off clip. Once dropped, every value listed below can be changed in the inspector. The values given here are what each preset starts as, and they are worth reading as recipes: they show what a rate of 400 or a lifetime of 12 seconds is actually for.

Sizes, speeds, and distances are in canvas points. Gravity is quoted by its screen direction: positive pulls down the screen, negative floats up it.

Ambient

Eight presets for atmosphere — the particles a shot sits inside rather than looks at. Most are large, slow, and low in alpha, and several carry a warm-up so the field is already full on the first frame rather than filling up while the audience watches.

Dust Motes

Fine motes suspended through a large volume of air, drifting on a faint sideways wind and swirling on low-amplitude turbulence. Emitted through a box of half-extents 320 × 200 × 320 at 34 particles/second, 6–12 s lifetime, 2–5 pt, warm off-white at 35% alpha, 700 particles maximum, 8 s warm-up. Soft sprites.

Fog

A few very large, very faint sprites drifting sideways, overlapping into a haze rather than reading as particles. Box of half-extents 520 × 120 × 520, 12 particles/second, 10–16 s lifetime, 220–360 pt, near-grey at 12% alpha, 220 particles maximum, 12 s warm-up. Wind 20 at strength 0.4 and very slow, very low turbulence.

Fireflies

Small yellow-green lights wandering a volume on turbulence alone, each pulsing twice over its life through a five-point blink curve. 6 particles/second, 4–8 s lifetime, 5–10 pt, 130 particles maximum, 4 s warm-up. Turbulence amplitude 30, drag 0.6, no gravity.

Snow

Flakes falling from a wide, flat box overhead, blown sideways and tumbling as they fall. Box half-extents 520 × 20 × 520, 140 particles/second, 6–11 s lifetime, 8–26 pt/s downward at spread 0.35, 3–11 pt, spinning at ±1 rad/s, 3000 particles maximum, 6 s warm-up. Gravity 38 down, wind 22, turbulence 26 over three octaves.

Rain

Dense, fast, near-vertical streaks that die on a ground plane and throw a splash. 400 particles/second, 1.6–2.4 s lifetime, 700–900 pt/s downward at spread 0.02, 2–4 pt, 4000 particles maximum. Gravity 1200 down. Rendered as velocity-stretched streaks. A horizontal collision plane, 400 points down, kills each drop on impact and spawns 3–6 splash particles.

Falling Leaves

Leaves shed from a wide box overhead, tumbling hard on strong turbulence and darkening as they fall. 18 particles/second, 6–11 s lifetime, 14–30 pt, spinning at ±3.5 rad/s, a five-swatch autumn palette with 30% colour jitter, 600 particles maximum, 4 s warm-up. Gravity 52 down, drag 1.0, wind 26, turbulence amplitude 105. Rendered as leaf meshes.

Cherry Blossom

Petals drifting down, lighter and slower than the leaves, on stronger and finer turbulence. 24 particles/second, 7–12 s lifetime, 9–17 pt, spinning at ±2.5 rad/s, a three-swatch pink palette, 600 particles maximum, 4 s warm-up. Gravity 34 down, drag 0.9, wind 30, turbulence amplitude 115. Rendered as petal meshes.

Bubbles

Bubbles rising from a disc, wobbling on turbulence and swelling just before they vanish. Circle emitter of radius 80, 30 particles/second, 3–6 s lifetime, 20–50 pt/s upward, 8–24 pt, pale blue-white at 35% alpha, 400 particles maximum. Gravity 90 up, drag 1.2. The size curve rises to 1.5× at the end of life — the pop. Round sprites.

Pyro

Six presets for fire and its consequences. These run hot and short: high rates, sub-second to few-second lifetimes, and colour ramps in replace mode, so the particle's colour is dictated by its age rather than tinted from a start colour.

Fire

A cone of flame lifting and thinning, its colour running a five-stop ramp from white through yellow and orange to a dark red that fades to nothing. Cone of half-angle 0.4 rad and radius 30, 260 particles/second, 0.45–1.0 s lifetime, 60–150 pt/s, 30–62 pt, 1600 particles maximum. Gravity 280 up, drag 1.6, turbulence amplitude 200 over three octaves evolving at 1.5 — the fastest-evolving turbulence of any preset. Size peaks at a third of life then collapses to 0.12.

Smoke

A slow column billowing upward, growing to six times its birth size and lightening from charcoal to pale grey. Cone of half-angle 0.35 rad and radius 40, 62 particles/second, 2.2–5.5 s lifetime, 30–72 pt/s, 55–115 pt, 900 particles maximum. Gravity 72 up, drag 0.55, turbulence amplitude 110 over four octaves — the only preset with four. Size runs 0.4 to 2.4 over life.

Embers

Sparse orange motes lifting from a fire and flickering out, cooling from bright orange to deep red. Cone of half-angle 0.5 rad and radius 20, 42 particles/second, 2.5–6 s lifetime, 40–95 pt/s at spread 0.45, 3–7 pt, 450 particles maximum. Gravity 40 up, drag 0.5, turbulence 60. A four-point flicker curve drives alpha. Short streaks.

Sparks

Fast, tiny, ballistic streaks thrown from a narrow point and falling away hot-white to red. Cone of half-angle 0.6 rad and radius 5, 200 particles/second, 0.3–0.8 s lifetime, 150–350 pt/s, 3–6 pt, 1000 particles maximum. Gravity 500 down, drag 0.5, turbulence 40 over a single octave. Streaks.

Explosion

A single non-looping blast: 70 particles released at once from a small sphere, swelling and fading to transparent while each one trails sparks and leaves smoke behind. 0.3–0.6 s lifetime, 200–500 pt/s, 40–90 pt, 200 particles maximum, gravity 150 down, drag 2. Size peaks at 1.4× a fifth of the way through life. Every particle spawns two sparks at birth and one smoke puff at death.

Fireworks

Rockets that climb and burst. A single rocket is launched every 0.7 s, four times over, at 580–660 pt/s against gravity 300 down, and lives 1.1–1.35 s before dying at the top of its arc. Each death releases 80–120 sparks and one bright flash; each spark, when it dies, releases 2–4 crackles. Twelve rockets maximum. Rendered as a streak.

Celebratory

Two one-shot bursts. Both are non-looping: they fire once at their birth frame and finish.

Confetti

160 paper rectangles released in a single burst from a wide cone, spinning hard and fluttering down through turbulence. 2–5 s lifetime, 250–520 pt/s at spread 0.5, 10–18 pt, spinning at ±8 rad/s, a six-swatch party palette, 1000 particles maximum. Gravity 300 down, drag 1.7, turbulence amplitude 150. Rendered as confetti meshes.

Rainbow Burst

200 round particles fired outward from a small sphere in every direction, in seven rainbow swatches, shrinking and fading as they arc down. 1–2.2 s lifetime, 200–480 pt/s at spread 0.1, 8–16 pt, 500 particles maximum. Gravity 120 down, drag 0.8. Size runs 1 to 0.4 over life.

Water

Three presets. Two of them are the clearest demonstration of the collider and sub-emitter system: water falls, hits a plane, and splashes.

Fountain

A tight jet of droplets thrown upward and falling back into a splash. Cone of half-angle 0.2 rad and radius 8, 320 particles/second, 1.4–2.4 s lifetime, 300–460 pt/s at spread 0.09, 6–12 pt, pale blue at 70% alpha, 2200 particles maximum. Gravity 520 down, drag 0.1. Streaks. A horizontal collision plane, 300 points down, with slight bounce and friction, kills each droplet and spawns 2–4 splash particles.

Waterfall

A sheet of water falling from a 300-point line and shattering on impact. 500 particles/second — the highest rate of any preset — 1.4–2.2 s lifetime, 60–120 pt/s downward, 5–10 pt, 4000 particles maximum, 1 s warm-up. Gravity 700 down, drag 0.05. Streaks. A horizontal collision plane, 500 points down, kills each particle and spawns 2–5 splash particles.

Steam

A soft plume rising and expanding, thinner and faster than smoke. Cone of half-angle 0.3 rad and radius 25, 50 particles/second, 1.5–3 s lifetime, 50–100 pt/s, 40–90 pt, near-white at 35% alpha, 500 particles maximum. Gravity 120 up, drag 0.5, turbulence 70. Size runs 0.5 to 1.6 over life.

Magic

Four presets built from star sprites and, for the two orbiting effects, the vortex and attractor forces.

Magic Trail

A dense point source of coloured stars drifting upward and shrinking away. Keyframe the emitter's transform and the stars trail behind it. 200 particles/second, 0.5–1.2 s lifetime, 10–40 pt/s in random directions, 6–14 pt, a four-swatch cyan/magenta/gold/white palette, 1500 particles maximum. Gravity 30 up, drag 0.8, turbulence 60. Star sprites.

Sparkles

Stars twinkling in place through a volume, with no forces at all — the only preset that has none. Box of half-extents 200 × 200 × 200, 60 particles/second, 0.6–1.4 s lifetime, 2–10 pt/s, 4–10 pt, three pale swatches, 400 particles maximum. Size grows then shrinks, and a four-point twinkle curve drives alpha. Star sprites.

Portal

Particles orbiting a ring and pulled towards its centre, forming a spinning disc. Circle emitter of radius 100 and thickness 0.3 — an annulus, not a disc — 220 particles/second, 1–2 s lifetime, 8–16 pt, three violet and blue swatches, 1500 particles maximum. A vortex of strength 4000 about the Z axis, an attractor of strength 200 with a 40-point softening radius, and drag 0.5.

Galaxy

A wide, slow spiral of small stars. Circle emitter of radius 260, 120 particles/second, 3–6 s lifetime, 1–8 pt/s, 3–8 pt, four pale swatches, 2000 particles maximum, 3 s warm-up. A vortex of strength 9000 about the Z axis with a sharper falloff of 1.4, and an attractor of strength 400 with a 60-point radius. No drag.

Composite presets

Five presets are more than one system. They carry child systems and spawn them through sub-emitters, triggered by a particle's birth, its death, or its collision with a plane.

PresetTriggerChildren
RainCollision with the ground plane3–6 splash particles
FountainCollision with the ground plane2–4 splash particles
WaterfallCollision with the ground plane2–5 splash particles
ExplosionBirth, and death2 sparks per particle at birth; 1 smoke puff at death
FireworksDeath, at two levels80–120 sparks and 1 flash per rocket; then 2–4 crackles per spark

Fireworks nests three levels deep: rocket, spark, crackle. A splash only fires from the collider that is linked to it, so a system with more than one plane does not splash on all of them.

Colliders and sub-emitters have no controls in the panel. They ship with the preset that carries them and persist with the shot, but they cannot be added to a preset that lacks them.

See also