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Particles

Simulation

Emit many small elements and let forces move them.

A particle system spawns elements over time from an emitter, gives each a lifetime, and moves them with forces until they die. You direct the statistics — rate, spread, speed, lifetime — rather than animating individuals.

An emitter can be a point, a shape, or another layer's silhouette, which is how a logo disintegrates into sparks.

Try itParticles
A deterministic emitter — every particle is a pure function of its index and the clock, so this scrubs the way the real system does.

When to reach for it#

  • Sparks, embers, smoke, confetti, snow, dust, magic.
  • Disintegration and assembly.
  • Trails behind moving objects.

Parameters#

Emission raterate#

Particles per second. With lifetime, this sets how many exist at once — rate × lifetime is roughly the steady-state population.

Lifetimelifetime#

How long each particle lives. Add variation or every particle dies at the same moment and the system pulses.

Velocity / spreadvelocity#

Initial speed and the cone it is fired into. Zero spread is a beam; 360° is an explosion.

Gravitygravity#

Constant downward force. Negative floats things upward, which is most of what you need for smoke.

Size over lifesize#

Particles that shrink as they age read as dissipating; ones that grow read as expanding gas.

Colour over lifecolor#

A ramp sampled by age. Hot to cool is the whole of a convincing spark.

Things that catch people out#

Count is the performance ceiling

Rate times lifetime is what you are actually asking for. Doubling the lifetime doubles the population even though the rate did not change.

See also#

simulationFluid→driversTurbulence→

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