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ParticleProcessMaterial 2D Usage
Process material properties

Min, max, and curve properties
The properties in this material control how particles behave and change over their lifetime.
A lot of them have Min
, Max
, and Curve
values that allow you to fine-tune
their behavior. The relationship between these values is this: When a particle is spawned,
the property is set with a random value between Min
and Max
. If Min
and Max
are
the same, the value will always be the same for every particle. If the Curve
is also set,
the value of the property will be multiplied by the value of the curve at the current point
in a particle's lifetime. Use the curve to change a property over the particle lifetime. Very
complex behavior can be expressed this way.
참고
This page covers how to use ParticleProcessMaterial for 2D scenes specifically. For information on how to use it in a 3D scene see Process material properties.
Lifetime Randomness
The Lifetime Randomness
property controls how much randomness to apply to each particle's
lifetime. A value of 0
means there is no randomness at all and all particles live for
the same amount of time, set by the Lifetime property. A value of 1
means
that a particle's lifetime is completely random within the range of [0.0, Lifetime
].
Particle Flags
Spawn
각도
Determines the initial angle of the particle (in degrees). This parameter is mostly useful randomized.

Velocity
방향
This is the base direction at which particles emit. The default is
Vector3(1, 0, 0)
which makes particles emit to the right. However,
with the default gravity settings, particles will go straight down.

For this property to be noticeable, you need an initial velocity greater than 0. Here, we set the initial velocity to 40. You'll notice that particles emit toward the right, then go down because of gravity.

스프레드
This parameter is the angle in degrees which will be randomly added in
either direction to the base Direction
. A spread of 180
will emit
in all directions (+/- 180). For spread to do anything the "Initial Velocity"
parameter must be greater than 0.

평면성
This property is only useful for 3D particles.
초기 속도
Initial velocity is the speed at which particles will be emitted (in pixels/sec). Speed might later be modified by gravity or other accelerations (as described further below).

Animated Velocity
각속도
Angular velocity is the speed at which particles rotate around their center (in degrees/sec).

공전 속도
공전 속도는 입자들이 중심을 돌게 만드는 데 사용됩니다.

Accelerations
중력
The gravity applied to every particle.

선형 가속도(Linear Acceleration)
각 입자에 적용되는 선형 가속도.
지름 가속도(Radial Acceleration)
If this acceleration is positive, particles are accelerated away from the center. If negative, they are absorbed towards it.

접선가속도(Tangential Acceleration)
This acceleration will use the tangent vector to the center. Combining with radial acceleration can do nice effects.

댐핑
Damping은 입자에 마찰을 일으켜 멈추게 합니다. 특히 불꽃이나 폭발에 유용하며 보통 높은 선형 속도로 시작하다가 점차 사라지면서 멈춘다.

Display
크기
Determines the initial scale of the particles.

Color Curves
색상
방출되는 입자 색깔을 바꾸는 데 사용됩니다.
Hue Variation
The Variation
value sets the initial hue variation applied to each
particle. The Variation Random
value controls the hue variation
randomness ratio.
애니메이션
참고
Particle flipbook animation is only effective if the CanvasItemMaterial used on the GPUParticles2D or CPUParticles2D node has been configured accordingly.
To set up the particle flipbook for linear playback, set the Speed Min and Speed Max values to 1:

Setting up particle animation for playback during the particle's lifetime
By default, looping is disabled. If the particle is done playing before its lifetime ends, the particle will keep using the flipbook's last frame (which may be fully transparent depending on how the flipbook texture is designed). If looping is enabled, the animation will loop back to the first frame and resume playing.
Depending on how many images your sprite sheet contains and for how long your particle is alive, the animation might not look smooth. The relationship between particle lifetime, animation speed, and number of images in the sprite sheet is this:
참고
At an animation speed of 1.0
, the animation will reach the last image
in the sequence just as the particle's lifetime ends.
If you wish the particle flipbook to be used as a source of random particle textures for every particle, keep the speed values at 0 and set Offset Max to 1 instead:

Setting up particle animation for random offset on emission
Note that the GPUParticles2D node's Fixed FPS also affects animation playback. For smooth animation playback, it's recommended to set it to 0 so that the particle is simulated on every rendered frame. If this is not an option for your use case, set Fixed FPS to be equal to the effective framerate used by the flipbook animation (see above for the formula).
방출 모양(Emission Shapes)
ParticleProcessMaterials allow you to set an Emission Mask, which dictates the area and direction in which particles are emitted. These can be generated from textures in your project.
Ensure that a ParticleProcessMaterial is set, and the GPUParticles2D node is selected. A "Particles" menu should appear in the Toolbar:

메뉴를 열고 "에미션 마스크 불러오기"를 선택하세요:

그런 다음 마스크로 쓸 텍스처를 선택합니다:

몇 가지 설정이 있는 대화 상자가 나타납니다.
방출 마스크
텍스처로 생성될 수 있는 에미션 마스크는 세 가지 유형이 있습니다:
Solid Pixels: 텍스처의 투명한 부분을 제외한 모든 영역에서 입자가 생겨납니다.

Border Pixels: 텍스처의 바깥쪽 가장자리에 입자가 생겨납니다.

Directed Border Pixels: Border Pixels와 유사하지만 마스크에 추가 정보를 추가하여 입자들이 경계에서 멀리 방출할 수 있는 능력을 부여한다. 이를 활용하려면 ``초기 속도``를 설정해야 합니다.

방출 색상
``픽셀로부터 캡쳐``는 입자가 생겨난 지점의 마스크 색깔을 물려받습니다.
Once you click "OK", the mask will be generated and set to the
ParticleProcessMaterial, under Spawn
and then Position

이 부분의 모든 값은 "에미션 마스크 불러오기" 메뉴에 의해서 자동적으로 생성됩니다. 그래서 이 설정은 일반적으로 그대로 두어야 합니다.
참고
Point Texture
또는 ``Color Texture``에 직접 이미지를 추가해서는 안됩니다. 그 대신에 "에미션 마스크 불러오기" 메뉴를 통해서 사용되어야 합니다.