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# Particle layer

Choose Layer > Add Layer > Add Particle Layer... to create a new Particle layer.

After choosing this menu item, the new Particle layer is visible in the Layers listbox. You can use this listbox to switch between layers.

With the particle layer you can create effects like fire, sparkles, flares, smoke, fireworks, rain and snow.

### Sprites

Use the menu item Media > Change Texture... to load a texture.
This example uses the picture Particle_Heart.png.
The effect used is NotLightened_Additive.fx.

### Effects

With the menu item Media > Change Effect... you can can select another effect.
This example uses NotLightened.fx.

### Render Methods

With the first layer listbox you control the way the particles are rendered.
This example uses the 3D Blobs method.

### Spheres

This example uses the 3D Spheres render method.
The effect used is Lightened.fx.

### Particles attached to a Text Layer

A particle layer can be attached to a text layer. You do this by choosing Layer > Attach Particles to active Layer....
This example uses the Burning Text preset.

### Particles attached to a Picture Layer

A particle layer can be attached to a picture layer. You do this by choosing Layer > Attach Particles to active Layer....
This example uses the Golden Glow preset attached to a picture layer morphed into a heart.

### Pipes

Particles can be rendered as 3D pipes. This example creates monstrous lianas by using the 3D Pipes render method in combination with a high Trail Length.

### Masking

With the Masked.fx effect the particles are used as a window through which you can see a background picture.

# Particle shapes

### 2D Rectangles

Particles are rendered as 2D rectangular billboards.

### 2D Circles

Particles are rendered as 2D circle shaped billboards. This mode is very effective when using the Masked.fx effect.

### 3D Spheres

Particles are rendered as 3D spheres.

### 3D Pipes

The path of the particles is rendered as a bended pipe. Use the Trail Length property to set the pipe length.

### 3D Blobs

The particles are rendered as 3D intermingling, blending blobs (metaballs). The blobs technique has problems rendering small particles that are scattered over a wide area, so for the best result use slow moving, big particles with a short lifetime.

### 3D Model

Every particle is a 3D model. You can select the 3D model with the menu item Media > Change Model....

# Particle rotation

### Pointing Upwards

In this mode, the particle is not rotated.

### Pointing Flight Direction

In this mode, the particle rotation depends on its flight direction.

# Vertical Alignment

### Vertical Align Top

### Vertical Align Centre

### Vertical Align Bottom

# Properties

### Launch Position

This is the position where the particles are being emitted.

### Launch Area

The shape and size of the launch platform. Examples:

(0,0,0) | All particles are emitted from the same point
(100,0,0) | The particles are emitted from a random point on a horizontal line.
(0,100,0) | The particles are emitted from a random point on a vertical line.
(100,100,0) | The particles are emitted from a random point on a plane.
(100,100,100) | They are emitted from a random point in a box.

### Launch Direction

The launch direction in angles (heading, pitch, roll). Examples:

(90,0,0) | To the right
(90,90,0) | Upwards
(90,180,0) | To the left
(90,270,0) | Downwards
(0,0,0) | Away from the camera
(180,0,0) | Towards the camera

### Launch Speed

The initial speed. Note that you can reverse the launch direction by using a negative speed.

### Spread

This is the maximum deviation from the launch direction (heading, pitch, roll). Examples:

(0,0,0) | The launch direction is always the same.
(10,0,0) | The heading of the launch direction has a maximum deviation of 10 degrees.
(0,180,0) | The pitch of the launch direction has a maximum deviation of 180 degrees.
(180,180,180) | The launch direction is completely random.

### Emission

The number of particles emitted per second.

### Gravity

The direction and size of the gravity field (horizontal, vertical, depth). Examples:

(0,0,0) | There is no gravity, the particles maintain their launch speed and direction.
(0,-30,0) | The particles fall to the ground.
(10,0,0) | There's a soft wind to the right.
(60,0,0) | There's a strong wind to the right.

### Maximum Age

The maximum age of the particles in seconds.

### Particle Size

Just like humans, particles grow and shrink during their life. With the first slider you can set the size of the particles in the middle of their life. The second slider controls the size at the start and the third at the end of the particle's life.

### Effect Size

This property scales the whole effect.

### First and Second Colour

All particles have a random colour inbetween these two colours. Press <F3> for a standard colour dialog.

### Transparency

This determines the transparency level of the particles. 0 is completely opaque, 1 is completely transparent. If the particle layer is attached to another layer, the transparency of this layer is added to the transparency of the particle layer.

### Specularity

This determines the size of the glancing highlights.

### Chameleon

This property allows you mix the particle colour with the colour of the parent layer. The particles takes over the colour of the parent layer when you use a value of 1.

### Rotation

The rotation of the particle (heading, pitch, roll). When using a 3D model to render the particles, this is an offset because the particle models are always pointing towards their fly direction.

### Rotation Speed

The rotation speed of the particles (heading, pitch, roll). For the 2D particles you might only want to use the roll (the third slider).

### Trail Length

The length of the trail in particles. Note that a big trail slows down the framerate considerably.

### Trail Density

This value determines the distance between the particles in the trail. A high density means a smaller distance.

### Z-Bias

With the Z-Bias property you can move the particles a bit closer to or further away from the camera. For example when attaching sparkles to a text layer, you want all the particles to be rendered in front of the text. You can do this with a negative Z-Bias value. But when attaching a glow effect you want all the particles to be rendered behind the text. You can achieve this by using a positve Z-bias value.