particles

A particle emitter at this object: fire, smoke, sparks, dust or steam. Thousands of soft glowing or smoky puffs rising, drifting with the wind and fading out, drawn on the graphics card at almost no cost. Pair fire with a point_light for its glow on the ground.

In scene text

particles { enabled true  preset "…"  count 1 }

Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.

Fields 23

FieldTypeUnit / rangeWhat it does
enabledtrue / false—Turn the emitter on or off.
presettext—Starting look: fire, smoke, sparks, dust, steam, drips (water falling from a ceiling, catching the light), rain (camera-following unless bounds or follow_camera false; pair with camera_look wetness/puddles/rain), fireflies (blinking glows drifting low over grass: spread is the area, speed the height band), pollen (seed fluff drifting and glowing in the sun), leaves (falling and tumbling from a canopy: put it in the tree, floor at the ground, color tints them) or butterflies (fluttering between flowers: white, orange and blue).
countnumber-1 … 20000Particles alive at once (0 off; -1 uses the preset).
lifetimenumbers, 0 … 30Seconds each particle lives (0 keeps the preset's).
sizenumberm, 0 … 20Particle size (0 keeps the preset's).
speednumberm/s, -50 … 50Rising speed (0 keeps the preset's; negative falls, like rain or ash).
spreadnumberm, 0 … 100Radius of the area they start from (0 keeps the preset's).
bounds(x, y, z)—Full world-axis box size centred on the emitter. Use three positive dimensions to confine all particles, or (0, 0, 0) to disable. Bounded rain stays here as the camera moves.
follow_cameratrue / false—Unbounded rain follows the camera; false anchors it to the emitter. Bounds always anchor it.
outdoors_onlytrue / false—Cull complete particles inside authored reflection_capture weather_occlusion interior boxes or below roof footprints. Requires those explicit volumes; roofs are not guessed.
colorcolour (r, g, b)—Tint over the preset's colors (white keeps them).
intensitynumber0 … 20Brightness: fire and sparks glow; 1 keeps the preset's.
wind_directionnumberdeg, -360 … 360Compass direction the wind pushes them toward.
windnumberm/s, 0 … 30Wind strength: smoke leans and trails away.
bouncenumber0 … 1Sparks and drips: share of their speed kept when they hit the floor (0 they stop there, 0.4 lively bounces).
floornumberm, -10000 … 10000World height of the floor sparks bounce on and drips splash on.
follow_speednumberm/s, 0 … 200Full strength at this speed of the object (or what it's attached to); slower it thins, still it stops. For wakes, dust behind cars, exhaust. 0: always on.
heatnumber-1 … 4Heat shimmer in the hot air above it: 0 keeps the preset's (fire 1, others none), negative none.
size_startnumber0 … 10Size at birth, times the preset's (1 keeps it): curves over life.
size_endnumber0 … 10Size at the end of its life, times the preset's (1 keeps it; 3 smoke that billows out, 0 sparks that shrink away).
fade_innumber0 … 1Share of its life it fades in over (0 keeps the preset's).
fade_outnumber0 … 1Share of its life it fades out over at the end (0 keeps the preset's).
color_endcolour (r, g, b)—The tint it ends its life on, blended from its start (white keeps the preset's colours).
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