Skip to content

✨ Particle Systems

Particle systems allow you to add dynamic visual effects like smoke, fire, rain, snow, sparks, or abstract flourishes to your StorySplat scenes. They emit numerous small sprites (particles) over time, configured with specific behaviors for movement, appearance, and lifetime.

Accessing Particle Controls

  1. In the StorySplat editor, locate the vertical toolbar on the left.
  2. Click the "Particles" button (☁️ icon - assuming based on context).
  3. The Particle Controls panel will appear.

Creating and Managing Particle Systems

  1. Add System:
    • Enter a descriptive name in the "New Particle System Name" input field (optional).
    • Click the "Add Particle System" button.
    • A new system with default settings (likely a basic flare/point emitter at the origin) is added to the list and the scene.
  2. Select System: Click on a particle system's name in the list within the panel.
    • The selected system's properties panel appears below the list.
    • A gizmo target might appear at the emitter's location (if implemented for particles).
  3. Edit Properties: Adjust the various settings (Emitter, Appearance, Motion) in the properties panel for the selected system. Changes are often reflected live in the scene.
  4. Move Emitter:
    • Select the particle system in the list.
    • Activate the Move Gizmo (↔️ icon) using the button that appears next to the system's name (or via the main toolbar 1/G).
    • Use the gizmo in the 3D view to reposition the particle emitter source. You can also modify the Emitter Position numerically.
  5. Apply Presets: Select a system, then click one of the Preset Effects buttons (Smoke, Sparkles, Rain, Flare, Snow) to quickly apply pre-configured settings for common effects. Note: This will overwrite existing settings for the selected system.
  6. Save Changes: Click the "Save Changes" button (which replaces "Edit" while selected) to finalize edits for the current system.
  7. Delete System: Select the system and click the "Delete System" button (red trash can icon) at the bottom of its properties panel.

Particle System Properties Explained

General Settings

  • Name: Custom identifier for the system.
  • Emit Rate: Number of particles emitted per second. Higher values mean denser effects.
  • Life Time (Min/Max): The minimum and maximum duration (in seconds) each particle will exist before disappearing. Randomly chosen between Min and Max for each particle.
  • Emit Power (Min/Max): The initial speed range of emitted particles. Higher values mean faster particles.

Emitter Settings (Where particles originate)

  • Emitter Position (X, Y, Z): The center point in 3D space from where particles are emitted. Can be adjusted numerically or with the Move Gizmo.
  • Emitter Shape: Determines the volume from which particles emerge:
    • Point: All particles start from the exact Emitter Position.
    • Box: Particles start randomly within a defined box volume. Requires setting Emit Box Min and Emit Box Max vectors.
    • Sphere: Particles start randomly on the surface or within a sphere. Requires setting Emitter Radius.
  • Emit Box Min/Max (X, Y, Z): (Box Emitter Only) Defines the minimum and maximum corners of the emission box, relative to the Emitter Position.
  • Emitter Radius: (Sphere Emitter Only) Defines the radius of the emission sphere.

Particle Appearance

  • Particle Texture: Selects the image used for each particle sprite (Flare, Circle, Spark, Rain, Smoke).
  • Size (Min/Max): The starting size range for emitted particles.
  • Scale X/Y (Min/Max): Controls the range of scaling applied to the particle's width (X) and height (Y) over its lifetime (1 = no change). Allows for stretching or squashing effects.
  • Color 1 / Color 2: Particles randomly start with a color interpolated between Color 1 and Color 2.
  • Color Dead: The color a particle fades to as it reaches the end of its lifetime. Alpha should usually be 0 for a fade-out effect.
  • Blend Mode: How particle colors blend with the background (e.g., Add for bright effects like fire/sparks, Standard for smoke).

Particle Motion

  • Direction 1 / Direction 2: Defines the cone of emission. Particles are emitted in a random direction between Direction 1 and Direction 2 vectors. For point emitters, this controls the spread. For Box emitters, this adds variation to emission from the box faces. Sphere emitters are primarily radial but these vectors add influence.
  • Gravity (X, Y, Z): A constant force applied to particles over time (e.g., negative Y simulates earth's gravity).
  • Angular Speed (Min/Max): The range of rotational speed (radians per second) applied to each particle.
  • Initial Rotation (Min/Max): The range of initial rotation (radians) applied to each particle when emitted.

Performance Considerations

  • Particle Count: The total number of active particles (Emit Rate * Max Lifetime) significantly impacts performance. Keep this number reasonable, especially for mobile targets.
  • Overdraw: Dense, overlapping particles (especially with additive blending) can be costly. Adjust size, opacity, and emit rate.
  • Texture Size: Use small, efficient textures for particles.

Previous: Custom 3D Models | Next: SuperSplat Editor Integration