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- .. _doc_3d_particles_attractors:
- 3D Particle attractors
- ----------------------
- .. figure:: img/particle_attractor.webp
- :alt: Particle attractors
- Particle attractors are nodes that apply a force to all particles within their reach. They pull
- particles closer or push them away based on the direction of that force. There are three types
- of attractors: :ref:`class_GPUParticlesAttractorBox3D`, :ref:`class_GPUParticlesAttractorSphere3D`,
- and :ref:`class_GPUParticlesAttractorVectorField3D`. You can instantiate them at runtime and
- change their properties from gameplay code; you can even animate and combine them for complex
- attraction effects.
- .. UPDATE: Not implemented. When particle attractors are implemented for 2D
- .. particle systems, remove this note and remove this comment.
- .. note::
- Particle attractors are not yet implemented for 2D particle systems.
- The first thing you have to do if you want to use attractors is enable the ``Attractor Interaction``
- property on the ParticleProcessMaterial. Do this for every particle system that needs to react to attractors.
- Like most properties in Godot, you can also change this at runtime.
- Common properties
- ~~~~~~~~~~~~~~~~~
- .. figure:: img/particle_attractor_common.webp
- :alt: Common particle attractor properties
- :align: right
- Common attractor properties
- There are some properties that you can find on all attractors. They're located in the
- ``GPUParticlesAttractor3D`` section in the inspector.
- ``Strength`` controls how strong the attractor force is. A positive value pulls particles
- closer to the attractor's center, while a negative value pushes them away.
- ``Attenuation`` controls the strength falloff within the attractor's influence region. Every
- particle attractor has a boundary. Its strength is weakest at the border of this boundary
- and strongest at its center. Particles outside of the boundary are not affected by the attractor
- at all. The attenuation curve controls how the strength weakens over that distance. A straight
- line means that the strength is proportional to the distance: if a particle is halfway
- between the boundary and the center, the attractor strength will be half of what it is
- at the center. Different curve shapes change how fast particles accelerate towards the
- attractor.
- .. figure:: img/particle_attractor_curve.webp
- :alt: Different attractor attenuation curves
- Strength increase variations: constantly over the distance to the attractor (left), fast
- at the boundary border and slowly at the center (middle), slowly at the boundary and
- fast at the center (right).
- The ``Directionality`` property changes the direction towards which particles are pulled.
- At a value of ``0.0``, there is no directionality, which means that particles are pulled towards
- the attractor's center. At ``1.0``, the attractor is fully directional, which means particles
- will be pulled along the attractor's local ``-Z``-axis. You can change the global direction
- by rotating the attractor. If ``Strength`` is negative, particles are instead pulled along
- the ``+Z``-axis.
- .. figure:: img/particle_attractor_direction.webp
- :alt: Different attractor directionality values
- No directionality (left) vs. full directionality (right). Notice how the particles move along
- the attractor's local Z-axis.
- The ``Cull Mask`` property controls which particle systems are affected by an attractor based
- on each system's :ref:`visibility layers <class_VisualInstance3D>`. A particle system is only
- affected by an attractor if at least one of the system's visibility layers is enabled in the
- attractor's cull mask.
- .. warning::
- There is a `known issue <https://github.com/godotengine/godot/issues/61014>`_ with
- GPU particle attractors that prevent the cull mask from working properly in Godot 4.0. We will
- update the documentation as soon as it is fixed.
- Box attractors
- ~~~~~~~~~~~~~~
- .. figure:: img/particle_attractor_box_entry.webp
- :alt: Particle attractor box
- :align: right
- Box attractor in the node list
- Box attractors have a box-shaped influence region. You control their size with the ``Extents``
- property. Box extents always measure half of the sides of its bounds, so a value of
- ``(X=1.0,Y=1.0,Z=1.0)`` creates a box with an influence region that is 2 meters wide on each side.
- To create a box attractor, add a new child node to your scene and select ``GPUParticlesAttractorBox3D``
- from the list of available nodes. You can animate the box position or attach it to a
- moving node for more dynamic effects.
- .. figure:: img/particle_attractor_box.webp
- :alt: Box attractor parts particle field
- A box attractor with a negative strength value parts a particle field as it moves through it.
- Sphere attractors
- ~~~~~~~~~~~~~~~~~
- .. figure:: img/particle_attractor_sphere_entry.webp
- :alt: Particle attractor sphere
- :align: right
- Sphere attractor in the node list
- Sphere attractors have a spherical influence region. You control their size with the ``Radius``
- property. While box attractors don't have to be perfect cubes, sphere attractors will always be
- spheres: You can't set width independently from height. If you want to use a sphere attractor for
- elongated shapes, you have to change its ``Scale`` in the attractor's ``Node3D`` section.
- To create a sphere attractor, add a new child node to your scene and select ``GPUParticlesAttractorSphere3D``
- from the list of available nodes. You can animate the sphere position or attach it to a
- moving node for more dynamic effects.
- .. figure:: img/particle_attractor_sphere.webp
- :alt: Sphere attractor parts particle field
- A sphere attractor with a negative strength value parts a particle field as it moves through it.
- Vector field attractors
- ~~~~~~~~~~~~~~~~~~~~~~~
- .. figure:: img/particle_attractor_vector_entry.webp
- :alt: Particle attractor vector field
- :align: right
- Vector field attractor in the node list
- A vector field is a 3D area that contains vectors positioned on a grid. The grid density controls
- how many vectors there are and how far they're spread apart. Each vector in a vector field points
- in a specific direction. This can be completely random or aligned in a way that forms distinct
- patterns and paths.
- When particles interact with a vector field, their movement direction changes to match the nearest vector
- in the field. As a particle moves closer to the next vector in the field, it changes
- direction to match that vector's direction. The particle's speed depends on the vector's length.
- Like box attractors, vector field attractors have a box-shaped influence region. You control their size with the ``Extents``
- property, where a value of ``(X=1.0,Y=1.0,Z=1.0)`` creates a box with an influence region that is
- 2 meters wide on each side. The ``Texture`` property takes a :ref:`3D texture <class_Texture3D>`
- where every pixel represents a vector with the pixel's color interpreted as the vector's direction and size.
- .. note::
- When a texture is used as a vector field, there are two types of conversion you need to be aware of:
- 1. The texture coordinates map to the attractor bounds. The image below shows which part of the texture
- corresponds to which part of the vector field volume. For example, the bottom half of the texture
- affects the top half of the vector field attractor because ``+Y`` points down in the texture UV space,
- but up in Godot's world space.
- 2. The pixel color values map to direction vectors in space. The image below provides an overview. Since
- particles can move in two directions along each axis, the lower half of the color range represents
- negative direction values while the upper half represents positive direction values. So a yellow pixel
- ``(R=1,G=1,B=0)`` maps to the vector ``(X=1,Y=1,Z=-1)`` while a neutral gray ``(R=0.5,G=0.5,B=0.5)``
- results in no movement at all.
- .. figure:: img/particle_attractor_vector_mapping.webp
- :alt: Mapping from texture to vector field
- To create a vector field attractor, add a new child node to your scene and select ``GPUParticlesAttractorVectorField3D``
- from the list of available nodes. You can animate the attractor's position or attach it to a
- moving node for more dynamic effects.
- .. tip::
- If you don't have external tools to create vector field textures, you can use
- a NoiseTexture3D with a Color Ramp attached as a vector field texture. The
- Color Ramp can be modified to adjust how much each coordinate is affected by
- the vector field.
- .. figure:: img/particle_attractor_vector.webp
- :alt: Vector field attractor in a field of particles
- Two particle systems are affected by the same vector field attractor. :download:`Click here to download the 3D texture <img/particle_vector_field_16x16x16.bmp>`.
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