Particle
Emitter · Particle · Forces · Render
Find the section name shown in Entropy, then select it below. Control descriptions follow the product tooltips. Some sections appear only for the selected mode.
Sections
- Particle
- Sprite
- Star Options
- Custom Sprites
- Glow
- Drop Shadow
- Geometry
- Sphere
- Cube
- Pyramid
- Torus
- Icosahedron
- Cylinder
- Cone
- Octahedron
- Capsule
- Custom
- Tracer
- 3D Material
- Environment
- Volume
- Rotation
Particle
Controls the life, size, color, opacity, and render style of each particle.
Particle Type
Chooses how each particle is drawn: as a flat sprite, a 3D shape, a volume, or a tube that follows its path.
Options: Sprite · Geometry · Volume · Tracer.
Life (seconds)
Sets how long each particle remains alive after it is born.
Life Random
Adds a stable random spread around the set lifetime. A value of 0 gives every particle the same life.
Size
Sets the base size of every particle before random variation and the size-over-life curve.
Size Random
Varies each particle's size above and below the base size. A value of 0 keeps sizes uniform.
Size Over Life
Shapes how particle size changes from birth to death. The curve multiplies the base size.
After Effects label: Size Graph.
Opacity
Sets the base visibility of every particle before random variation and the opacity-over-life curve. Lower values make particles more transparent.
Opacity Random
Varies each particle's transparency around the base opacity. A value of 0 keeps opacity uniform.
Opacity Over Life
Shapes how particle opacity changes from birth to death. The curve multiplies the base opacity.
After Effects label: Opacity Graph.
Color Mode
Chooses how each particle receives color: one swatch, a gradient, a random gradient sample, a parent or light, or a layer.
Options: Solid · Gradient · Random from gradient · From Parent / Light · From Layer.
Color
Sets the swatch used by Solid mode. It also provides the fallback when an inherited color source is not available.
Gradient
Defines the colors used by Gradient and Random from gradient modes. Add or move stops to change the color sequence.
Gradient Axis
Chooses what selects a point along the gradient: particle age, position, or index.
Options: Life · X position · Y position · Z position · Index.
Blend Mode
Controls how particle colors combine where particles overlap. Normal preserves transparency, Add accumulates light, and Screen gives a softer brightening.
Options: Normal · Add · Screen.
Sprite
Controls the appearance of flat, camera-facing or oriented sprite particles.
Used with: Particle Type = Sprite.
Sprite Shape
Chooses the silhouette used to draw each sprite. Custom uses the texture assigned in Custom Sprites.
Options: Circle · Square · Star · Custom.
Color Apply
Chooses how particle color combines with a custom texture: preserve its color, tint it, or fill its alpha shape.
Options: None · Tint · Fill.
Facing
Chooses whether sprites face the camera or behave as flat cards in 3D space, with optional lighting.
Options: 2D at Camera · 3D · 3D (with Lighting).
Particle Feather
Controls the width of each sprite's soft edge. A value of 0 gives a hard edge; higher values soften more of the particle.
Star Options
Controls the ray counts, ray lengths, and center glow of star-shaped sprites.
Used with: Sprite Shape = Star.
Points 1
Sets the number of primary rays in each star particle.
P1 Size
Sets the length of the primary star rays.
Points 2
Adds a second set of rays to each star particle. Set zero to remove them.
P2 Size
Sets the length of the secondary star rays.
Star Glow
Brightens and enlarges the luminous core at the center of each star particle.
Custom Sprites
Loads and mixes custom images for sprite particles.
Used with: Particle Type = Sprite.
Clip Playback
Chooses how an animated sprite source advances for each particle, including timeline sync, birth-based playback, looping, lifetime fit, and frozen frames.
Options: Sync to Timeline · Play from Birth · Loop from Birth · Fit to Lifetime · Freeze Random Frame · Play from Random · Loop from Random · Freeze First Frame.
Playback Seed
Changes the random starting frame used by the random playback modes without changing particle order.
Custom Sprite 1
Includes texture slot 1 in the set assigned across custom-sprite particles.
Custom Sprite 2
Includes texture slot 2 in the set assigned across custom-sprite particles.
Custom Sprite 3
Includes texture slot 3 in the set assigned across custom-sprite particles.
Custom Sprite 4
Includes texture slot 4 in the set assigned across custom-sprite particles.
Sprite Order
Chooses whether enabled texture slots are dealt randomly or cycled in sequence as particles are born.
Options: Random · Sequential.
Order Seed
Reshuffles which enabled texture slot each particle receives when the order is Random.
Glow
Adds and shapes a soft light halo around sprite particles.
Used with: Particle Type = Sprite.
Soft Glow
Adds a soft halo around each sprite. Set it to 0 to remove the halo.
Glow Size
Changes how far the halo extends beyond each sprite. Higher values make a broader glow.
Drop Shadow
Adds a soft offset shadow behind each sprite particle to separate overlapping particles.
Used with: Particle Type = Sprite.
Shadow Opacity
Controls how strongly the displaced sprite shadow appears. Set it to 0 to hide the shadow.
Shadow Color
Changes the tint of the shadow beneath each sprite.
Shadow Direction
Rotates the shadow offset around the sprite. At 135 degrees, the shadow falls down and to the right.
Shadow Distance
Moves the shadow farther from or closer to the sprite. The offset scales with particle size.
Shadow Softness
Blurs the shadow edge. Higher values make the shadow broader and softer.
Geometry
Controls which three-dimensional meshes particles use and how those meshes are built.
Used with: Particle Type = Geometry.
Mesh Type
Chooses one 3D shape for all particles, or a mix of enabled shapes.
Options: Sphere · Cube · Pyramid · Torus · Icosahedron · Cylinder · Cone · Octahedron · Capsule · Custom · Mixed.
Bevel
Rounds cube edges while keeping the faces flat. Higher values make the corners more curved.
Mesh Quality
Sets how finely the round shapes are built (spheres, toruses, cylinders, cones and capsules), so a close-up stops showing facets on the silhouette. The cost is per particle, so raise it for a few large shapes rather than a million small ones.
Sphere
Controls the proportions and detail of sphere particles.
Used with: Mesh Type = Sphere or Mesh Type = Mixed.
Use Sphere
Includes spheres when Mesh Type is Mixed. Particles divide across all enabled shapes.
Sphere Aspect
Stretches or compresses spheres along their local Y axis.
Sphere Size
Scales spheres on all axes without changing the other enabled shapes.
Cube
Controls the proportions and edge treatment of cube particles.
Used with: Mesh Type = Cube or Mesh Type = Mixed.
Use Cube
Includes cubes when Mesh Type is Mixed. Particles divide across all enabled shapes.
Cube Aspect
Stretches or compresses cubes along their local Y axis.
Cube Size
Scales cubes on all axes without changing the other enabled shapes.
Pyramid
Controls the proportions and detail of pyramid particles.
Used with: Mesh Type = Pyramid or Mesh Type = Mixed.
Use Pyramid
Includes pyramids when Mesh Type is Mixed. Particles divide across all enabled shapes.
Pyramid Aspect
Stretches or compresses pyramids along their local Y axis.
Pyramid Size
Scales pyramids on all axes without changing the other enabled shapes.
Torus
Controls the ring proportions and detail of torus particles.
Used with: Mesh Type = Torus or Mesh Type = Mixed.
Use Torus
Includes torus shapes when Mesh Type is Mixed. Particles divide across all enabled shapes.
Torus Aspect
Stretches or compresses torus shapes along their local Y axis.
Torus Size
Scales torus shapes on all axes without changing the other enabled shapes.
Icosahedron
Controls the proportions and detail of icosahedron particles.
Used with: Mesh Type = Icosahedron or Mesh Type = Mixed.
Use Icosahedron
Includes icosahedra when Mesh Type is Mixed. Particles divide across all enabled shapes.
Icosahedron Aspect
Stretches or compresses icosahedra along their local Y axis.
Icosahedron Size
Scales icosahedra on all axes without changing the other enabled shapes.
Cylinder
Controls the proportions and detail of cylinder particles.
Used with: Mesh Type = Cylinder or Mesh Type = Mixed.
Use Cylinder
Includes cylinders when Mesh Type is Mixed. Particles divide across all enabled shapes.
Cylinder Aspect
Stretches or compresses cylinders along their local Y axis.
Cylinder Size
Scales cylinders on all axes without changing the other enabled shapes.
Cone
Controls the proportions and detail of cone particles.
Used with: Mesh Type = Cone or Mesh Type = Mixed.
Use Cone
Includes cones when Mesh Type is Mixed. Particles divide across all enabled shapes.
Cone Aspect
Stretches or compresses cones along their local Y axis.
Cone Size
Scales cones on all axes without changing the other enabled shapes.
Octahedron
Controls the proportions and detail of octahedron particles.
Used with: Mesh Type = Octahedron or Mesh Type = Mixed.
Use Octahedron
Includes octahedra when Mesh Type is Mixed. Particles divide across all enabled shapes.
Octahedron Aspect
Stretches or compresses octahedra along their local Y axis.
Octahedron Size
Scales octahedra on all axes without changing the other enabled shapes.
Capsule
Controls the proportions and detail of capsule particles.
Used with: Mesh Type = Capsule or Mesh Type = Mixed.
Use Capsule
Includes capsules when Mesh Type is Mixed. Particles divide across all enabled shapes.
Capsule Aspect
Stretches or compresses capsules along their local Y axis.
Capsule Size
Scales capsules on all axes without changing the other enabled shapes.
Custom
Loads and configures a custom OBJ mesh for geometry particles.
Used with: Mesh Type = Custom or Mesh Type = Mixed.
Use Custom Mesh
Includes the selected custom mesh when Mesh Type is Mixed. Particles divide across all enabled shapes.
Custom Aspect
Stretches or compresses the selected custom mesh along its local Y axis.
Custom Size
Scales the selected custom mesh on all axes without changing the other enabled shapes.
Tracer
Turns particle paths into continuous three-dimensional trails and controls their shape.
Used with: Particle Type = Tracer.
Tube Sides
Changes the tube cross-section from angular to round. Higher values look smoother and use more geometry.
Taper Start
Narrows the tracer's oldest tail toward a point across the chosen percentage of its current length. Set it to 0 for a flat-width tail.
Taper End
Narrows the tracer's leading tip toward a point across the chosen percentage of its current length. Set it to 0 for a flat-width tip.
Trail Fade
Fades tracer opacity from the leading tip toward the oldest tail across the chosen percentage of its current length. Set it to 0 to keep opacity even along the trail.
Trail Follows Forces
When the tracer follows its own particles, this lets the recorded trail continue moving with Wind, Vortex, and Turbulence. Turn it off to leave the recorded path in place.
3D Material
Controls how geometry and tracer particles respond to light and color.
Used with: Particle Type = Geometry or Particle Type = Tracer.
Material
Sets the surface finish from a named pair of Roughness and Metallic values. Custom hands both back to the sliders; any other choice drives them, and the two sliders turn off so they cannot show one value while the render uses another. Glass is separate and is not affected.
Options: Custom · Matte Plastic · Plastic · Glossy Plastic · Rubber · Ceramic · Brushed Metal · Polished Metal · Chrome.
Emission
Adds a body-colored highlight at the camera-facing center of each Geometry or Tracer particle. Higher values make the core brighter.
Fresnel Intensity
Boosts the lit surface at the silhouette with positive values, or at the camera-facing center with negative values, tinted by the highlight color. Dark regions stay dark. Set it to 0 to remove the effect.
Fresnel Sharpness
Controls how narrow the edge or center highlight is. Higher values make the highlight tighter.
Fresnel Color
Changes the color used by the edge or center highlight.
Reflections
Sets reflections of scene content, including particles and Tracers. Environment Strength controls the selected environment map separately.
Environment Strength
Sets the amount of the selected environment map in Geometry and Tracer surfaces. Reflections controls scene content separately. Use Environment can mute the map without changing this value.
Environment
Selects this emitter's environment map. Each emitter keeps its own choice. Use Environment and Environment Strength control its contribution.
Options: Studio · Sunset · Sky · Night · Neon · Aurora · Vapor · Candy · Ember · Ocean · Golden Hour · Ultraviolet · Emerald · Nebula · Prism · Disco · Zebra · Cyber · Checker · Rings · Duotone · Skyline · Downtown · Loft · Atrium · Corridor · Cathedral · Alley · Storm · Plasma.
Reflection Blur
Softens reflections beyond the surface's own Roughness. At 0 they match Roughness exactly; at 100 they are fully blurred whatever Roughness says. Use it to sit a tight highlight on a soft reflection.
Reflection Falloff
Fades environment reflections toward the edges of Geometry and Tracer surfaces. At 0 they wrap evenly around the shape. At 100 they fade out at the silhouette. Negative values invert it: full at the silhouette, fading toward the point that faces the camera. The default is 50 so a sphere falls off around the edges instead of looking uniformly wrapped.
Reflection Quality
Sets how many rays each blurred reflection casts. Higher settings remove grain at a higher render cost. Sharp reflections cost the same at every setting.
Options: Low · Medium · High.
Roughness
Changes how sharp or broad the light highlight is on Geometry and Tracer surfaces. Specular controls how bright that highlight is. It is only editable while Material is set to Custom — any other preset drives this value.
Specular
Sets how bright the light highlight is on Geometry and Tracer surfaces. Roughness still controls how sharp or broad it is. At 0 the highlight is gone; at 1 it is at full strength. This stays available when a Material preset is selected.
Metallic
Makes Geometry and Tracer surfaces behave more like metal. Higher values give stronger color-tinted highlights and less matte body color. It is only editable while Material is set to Custom — any other preset drives this value.
Transmission
Makes Geometry particles see-through. IOR and Thickness bend the view of text, meshes, volumes, sprites, and tracers behind them. Use Opacity to fade the whole particle.
IOR
Sets how strongly the glass bends what is behind it, and how much of the far face turns to mirror inside the gem. Around 1.33 reads as water, 1.5 as glass, 2.4 as diamond. Higher values widen the bright band inside; Thickness does not change it.
Thickness
Sets how deep the glass reads. Scales the Absorption tint by the light's path, and how far the background is warped. With Absorption at white only the warp changes. It does not shape the interior, which comes from IOR and the mesh.
Dispersion
Splits the refraction into separate red, green and blue paths. Small values give a chromatic fringe; high values smear the background into rainbows. Any value above 0 runs the glass three times per pixel.
Absorption
Tints the glass by how far light travels through it, scaled by Thickness. White stays clear at any Thickness; a teal or amber reads as bottle glass, deepest where the mesh is thickest.
Environment
Controls whether this emitter uses its selected environment map.
Use Environment
Includes the selected environment map. Turn off to keep scene reflections and transmission while preserving the saved environment amounts.
Volume
Controls the density, shape, shading, and detail of volumetric particles.
Used with: Particle Type = Volume.
Volume Density
Sets how much optical mass each particle contributes to Volume rendering. Higher values make the smoke thicker and more opaque.
Render Margin
Expands the predicted box used to render the volume. More margin can prevent clipping, but it spreads detail across a larger space.
Voxel Detail
Raises the voxel budget used to build the volume. Higher values make forms smoother and reveal finer structure, at a higher render cost. Dense scenes reach the grid's ceiling before the top of the range.
Diffusion
Spreads each volume splat as it ages while preserving its mass. Older smoke becomes larger and thinner instead of simply shrinking away. Static emitters don't age, so this has no effect on them.
Diffusion Fade In
Holds a particle at its authored size before diffusion begins. Higher values preserve a crisp emission area longer without changing the final spread.
Erosion
Carves irregular detail into the outer density of the cloud while keeping the dense core more solid. Raise it to break up smooth, spherical edges.
Erosion Detail
Sets the size of carved edge features. Lower values create broad soft lobes; higher values create finer shredded wisps.
Metaball
Blends translucent smoke density toward a hard, merged surface. A value of 0 keeps wispy volume shading; 1 creates liquid-like blobs and can hide erosion detail.
Curl Strength
Warps the volume's density with a curl field. A value of 0 disables the warp; higher values create stronger folds and billows.
Curl Scale
Sets the size of curl features in the volume. Lower values create broad billows; higher values create smaller, finer folds.
Curl Octaves
Adds progressively finer layers to the volume curl warp. More layers increase detail while keeping the overall strength similar.
Curl Evolution
Sets how quickly the volume's curl pattern changes over time. A value of 0 freezes the warp.
Curl Fade In
Keeps curl deformation out of the plume's base, then ramps it into the body. Higher values preserve a longer clean neck before folds appear.
Curl Follows Motion
Controls whether curl detail follows average cloud motion or the individual material. Values near 1 follow material more closely; lower values stay smoother and values above 1 exaggerate smear.
Curl Aspect
Stretches curl features along the direction of travel. A value of 1 keeps features round; higher values lengthen them and lower values compress them.
Directional Scatter
Biases scattered light to travel forward through the volume. Higher values emphasize view-dependent rims and backlighting.
Multiple Scattering
Adds the appearance of light bouncing through dense material, lifting dark interiors and keeping clouds brighter. A value of 0 uses single scattering only.
Shadow Density
Sets how strongly the volume blocks light within itself. Higher values sculpt deeper shaded sides and lobes; 0 removes self-shadowing.
Rotation
Controls each particle's starting orientation and how it turns over its life.
Orient to Motion
Aligns each particle's local Y axis with its direction of travel. Applies to Geometry particles and to sprites set to a 3D facing. Intermediate values blend it with the manual rotation.
Orient to Motion Fade-in
Eases motion alignment in over this many frames after a particle is born. At 0 the orientation applies immediately.
Rotate X
Adds a fixed rotation around each particle's local X axis.
Rotate Y
Adds a fixed rotation around each particle's local Y axis.
Rotate Z
Adds a fixed rotation around each particle's local Z axis.
Random Rotation
Gives each particle a stable random angle on every axis. Higher values create a wider spread of orientations.
Spin X
Rotates particles continuously around their local X axis as they age. Negative values reverse the direction.
Spin Y
Rotates particles continuously around their local Y axis as they age. Negative values reverse the direction.
Spin Z
Rotates particles continuously around their local Z axis as they age. Negative values reverse the direction.
Random Spin
Varies each particle's spin speed around the values set on the three Spin axes. Higher values create more variation.
Random Spin Distribution
Biases the random spin speeds toward slower or faster values. A value of 0.5 keeps the spread even.
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