Particle properties for [GPUParticles3D] and [GPUParticles2D] nodes. ParticlesMaterial defines particle properties and behavior. It is used in the [code]process_material[/code] of [GPUParticles3D] and [GPUParticles2D] emitter nodes. Some of this material's properties are applied to each particle when emitted, while others can have a [CurveTexture] applied to vary values over the lifetime of the particle. When a randomness ratio is applied to a property it is used to scale that property by a random amount. The random ratio is used to interpolate between [code]1.0[/code] and a random number less than one, the result is multiplied by the property to obtain the randomized property. For example a random ratio of [code]0.4[/code] would scale the original property between [code]0.4-1.0[/code] of its original value. Return the maximum value range for the given prameter. Return the minimum value range for the given parameter. Returns the [Texture2D] used by the specified parameter. Returns [code]true[/code] if the specified particle flag is enabled. See [enum ParticleFlags] for options. Sets the maximum value range for the given parameter. Sets the minimum value range for the given parameter. Sets the [Texture2D] for the specified [enum Parameter]. If [code]true[/code], enables the specified particle flag. See [enum ParticleFlags] for options. Each particle's rotation will be animated along this [CurveTexture]. Maximum angle. Minimum angle. Each particle's angular velocity will vary along this [CurveTexture]. Maximum angular velocity. Minimum angular velocity. Each particle's animation offset will vary along this [CurveTexture]. Maximum animation offset. Minimum animation offset. Each particle's animation speed will vary along this [CurveTexture]. Maximum particle animation speed. Minimum particle animation speed. True if the interaction with particle attractors is enabled. Collision bouncyness. True if collisions are enabled for this particle system. Collision friction. Should collision take scale into account. Each particle's initial color. If the [GPUParticles2D]'s [code]texture[/code] is defined, it will be multiplied by this color. To have particle display color in a [BaseMaterial3D] make sure to set [member BaseMaterial3D.vertex_color_use_as_albedo] to [code]true[/code]. Each particle's color will vary along this [GradientTexture1D] over its lifetime (multiplied with [member color]). Damping will vary along this [CurveTexture]. Unit vector specifying the particles' emission direction. The box's extents if [code]emission_shape[/code] is set to [constant EMISSION_SHAPE_BOX]. Particle color will be modulated by color determined by sampling this texture at the same point as the [member emission_point_texture]. Particle velocity and rotation will be set by sampling this texture at the same point as the [member emission_point_texture]. Used only in [constant EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from mesh or node by selecting "Create Emission Points from Mesh/Node" under the "Particles" tool in the toolbar. The number of emission points if [code]emission_shape[/code] is set to [constant EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]. Particles will be emitted at positions determined by sampling this texture at a random position. Used with [constant EMISSION_SHAPE_POINTS] and [constant EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from mesh or node by selecting "Create Emission Points from Mesh/Node" under the "Particles" tool in the toolbar. The axis of the ring when using the emitter [constant EMISSION_SHAPE_RING]. The height of the ring when using the emitter [constant EMISSION_SHAPE_RING]. The inner radius of the ring when using the emitter [constant EMISSION_SHAPE_RING]. The radius of the ring when using the emitter [constant EMISSION_SHAPE_RING]. Particles will be emitted inside this region. Use [enum EmissionShape] constants for values. The sphere's radius if [code]emission_shape[/code] is set to [constant EMISSION_SHAPE_SPHERE]. Amount of [member spread] along the Y axis. Gravity applied to every particle. Each particle's hue will vary along this [CurveTexture]. Maximum hue variation. Minimum hue variation. Maximum initial velocity. Minimum initial velocity. Particle lifetime randomness ratio. Each particle's linear acceleration will vary along this [CurveTexture]. Maximum linear acceleration. Minimum linear acceleration. Each particle's orbital velocity will vary along this [CurveTexture]. Maximum orbit velocity. Minimum orbit velocity. Align Y axis of particle with the direction of its velocity. If [code]true[/code], particles will not move on the z axis. If [code]true[/code], particles rotate around Y axis by [member angle_min]. Each particle's radial acceleration will vary along this [CurveTexture]. Maximum radial acceleration. Minimum radial acceleration. Each particle's scale will vary along this [CurveTexture]. If a [CurveXYZTexture] is supplied instead, the scale will be separated per-axis. Maximum scale. Minimum scale. Each particle's initial direction range from [code]+spread[/code] to [code]-spread[/code] degrees. Each particle's tangential acceleration will vary along this [CurveTexture]. Maximum tangential acceleration. Minimum tangential acceleration. Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set initial velocity properties. Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set angular velocity properties. Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set orbital velocity properties. Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set linear acceleration properties. Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set radial acceleration properties. Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set tangential acceleration properties. Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set damping properties. Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set angle properties. Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set scale properties. Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set hue variation properties. Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set animation speed properties. Use with [method set_param_min], [method set_param_max], and [method set_param_texture] to set animation offset properties. Represents the size of the [enum Parameter] enum. Use with [method set_particle_flag] to set [member particle_flag_align_y]. Use with [method set_particle_flag] to set [member particle_flag_rotate_y]. Use with [method set_particle_flag] to set [member particle_flag_disable_z]. Represents the size of the [enum ParticleFlags] enum. All particles will be emitted from a single point. Particles will be emitted in the volume of a sphere. Particles will be emitted in the volume of a box. Particles will be emitted at a position determined by sampling a random point on the [member emission_point_texture]. Particle color will be modulated by [member emission_color_texture]. Particles will be emitted at a position determined by sampling a random point on the [member emission_point_texture]. Particle velocity and rotation will be set based on [member emission_normal_texture]. Particle color will be modulated by [member emission_color_texture]. Particles will be emitted in a ring or cylinder. Represents the size of the [enum EmissionShape] enum.