ParticleSettings(ID)

base classes — bpy_struct, ID

class bpy.types.ParticleSettings(ID)

Particle settings, reusable by multiple particle systems

active_dupliweight
Type :ParticleDupliWeight, (readonly)
active_dupliweight_index
Type :int in [0, inf], default 0
active_texture

Active texture slot being displayed

Type :Texture
active_texture_index

Index of active texture slot

Type :int in [0, 17], default 0
adaptive_angle

How many degrees path has to curve to make another render segment

Type :int in [0, 45], default 0
adaptive_pixel

How many pixels path has to cover to make another render segment

Type :int in [0, 50], default 0
angular_velocity_factor

Angular velocity amount

Type :float in [-200, 200], default 0.0
angular_velocity_mode

Particle angular velocity mode

Type :enum in [‘NONE’, ‘SPIN’, ‘RAND’], default ‘NONE’
animation_data

Animation data for this datablock

Type :AnimData, (readonly)
apply_effector_to_children

Apply effectors to children

Type :boolean, default False
apply_guide_to_children
Type :boolean, default False
billboard_align

In respect to what the billboards are aligned

Type :enum in [‘X’, ‘Y’, ‘Z’, ‘VIEW’, ‘VEL’], default ‘X’
billboard_animation

How to animate billboard textures

Type :enum in [‘NONE’, ‘AGE’, ‘FRAME’, ‘ANGLE’], default ‘NONE’
billboard_object

Billboards face this object (default is active camera)

Type :Object
billboard_offset
Type :float array of 2 items in [-100, 100], default (0.0, 0.0)
billboard_offset_split

How to offset billboard textures

Type :enum in [‘NONE’, ‘LINEAR’, ‘RANDOM’], default ‘NONE’
billboard_tilt

Tilt of the billboards

Type :float in [-1, 1], default 0.0
billboard_tilt_random

Random tilt of the billboards

Type :float in [0, 1], default 0.0
billboard_uv_split

Amount of rows/columns to split UV coordinates for billboards

Type :int in [1, 100], default 0
boids
Type :BoidSettings, (readonly)
branch_threshold

Threshold of branching

Type :float in [0, 1], default 0.0
brownian_factor

Specify the amount of Brownian motion

Type :float in [0, 200], default 0.0
child_length

Length of child paths

Type :float in [0, 1], default 0.0
child_length_threshold

Amount of particles left untouched by child path length

Type :float in [0, 1], default 0.0
child_nbr

Amount of children/parent

Type :int in [0, 100000], default 0
child_parting_factor

Create parting in the children based on parent strands

Type :float in [0, 1], default 0.0
child_parting_max

Maximum root to tip angle (tip distance/root distance for long hair)

Type :float in [0, 180], default 0.0
child_parting_min

Minimum root to tip angle (tip distance/root distance for long hair)

Type :float in [0, 180], default 0.0
child_radius

Radius of children around parent

Type :float in [0, 10], default 0.0
child_roundness

Roundness of children around parent

Type :float in [0, 1], default 0.0
child_size

A multiplier for the child particle size

Type :float in [0.001, 100000], default 0.0
child_size_random

Random variation to the size of the child particles

Type :float in [0, 1], default 0.0
child_type

Create child particles

Type :enum in [‘NONE’, ‘SIMPLE’, ‘INTERPOLATED’], default ‘NONE’
clump_factor

Amount of clumping

Type :float in [-1, 1], default 0.0
clump_shape

Shape of clumping

Type :float in [-0.999, 0.999], default 0.0
color_maximum

Maximum length of the particle color vector

Type :float in [0.01, 100], default 0.0
count

Total number of particles

Type :int in [0, 10000000], default 0
create_long_hair_children

Calculate children that suit long hair well

Type :boolean, default False
damping

Specify the amount of damping

Type :float in [0, 1], default 0.0
distribution

How to distribute particles on selected element

Type :enum in [‘NONE’, ‘RENDER’, ‘DOT’, ‘CIRC’, ‘CROSS’, ‘AXIS’], default ‘NONE’
drag_factor

Specify the amount of air-drag

Type :float in [0, 1], default 0.0
draw_color

Draw additional particle data as a color

Type :enum in [‘NONE’, ‘MATERIAL’, ‘VELOCITY’, ‘ACCELERATION’], default ‘NONE’
draw_method

How particles are drawn in viewport

Type :enum in [‘NONE’, ‘RENDER’, ‘DOT’, ‘CIRC’, ‘CROSS’, ‘AXIS’], default ‘NONE’
draw_percentage

Percentage of particles to display in 3D view

Type :int in [0, 100], default 0
draw_size

Size of particles on viewport in pixels (0=default)

Type :int in [0, 1000], default 0
draw_step

How many steps paths are drawn with (power of 2)

Type :int in [0, 7], default 0
dupli_group

Show Objects in this Group in place of particles

Type :Group
dupli_object

Show this Object in place of particles

Type :Object
dupli_weights

Weights for all of the objects in the dupli group

Type :Collection of ParticleDupliWeight, (readonly)
effect_hair

Hair stiffness for effectors

Type :float in [0, 1], default 0.0
effector_amount

How many particles are effectors (0 is all particles)

Type :int in [0, 10000], default 0
effector_weights
Type :EffectorWeights, (readonly)
emit_from

Where to emit particles from

Type :enum in [‘VERT’, ‘FACE’, ‘VOLUME’], default ‘VERT’
factor_random

Give the starting speed a random variation

Type :float in [0, 200], default 0.0
fluid
Type :SPHFluidSettings, (readonly)
force_field_1
Type :FieldSettings, (readonly)
force_field_2
Type :FieldSettings, (readonly)
frame_end

Frame # to stop emitting particles

Type :float in [-300000, 300000], default 0.0
frame_start

Frame # to start emitting particles

Type :float in [-300000, 300000], default 0.0
grid_random

Add random offset to the grid locations

Type :float in [0, 1], default 0.0
grid_resolution

The resolution of the particle grid

Type :int in [1, 250], default 0
hair_length

Length of the hair

Type :float in [0, 1000], default 0.0
hair_step

Number of hair segments

Type :int in [2, 50], default 0
hexagonal_grid

Create the grid in a hexagonal pattern

Type :boolean, default False
integrator

Select physics integrator type

Type :enum in [‘EULER’, ‘VERLET’, ‘MIDPOINT’, ‘RK4’], default ‘EULER’
invert_grid

Invert what is considered object and what is not

Type :boolean, default False
is_fluid

Particles were created by a fluid simulation

Type :boolean, default False, (readonly)
jitter_factor

Amount of jitter applied to the sampling

Type :float in [0, 2], default 0.0
keyed_loops

Number of times the keys are looped

Type :int in [1, 10000], default 0
keys_step
Type :int in [0, 32767], default 0
kink

Type of periodic offset on the path

Type :enum in [‘NO’, ‘CURL’, ‘RADIAL’, ‘WAVE’, ‘BRAID’], default ‘NO’
kink_amplitude

The amplitude of the offset

Type :float in [-100000, 100000], default 0.0
kink_amplitude_clump

How much clump effects kink amplitude

Type :float in [0, 1], default 0.0
kink_axis

Which axis to use for offset

Type :enum in [‘X’, ‘Y’, ‘Z’], default ‘X’
kink_flat

How flat the hairs are

Type :float in [0, 1], default 0.0
kink_frequency

The frequency of the offset (1/total length)

Type :float in [-100000, 100000], default 0.0
kink_shape

Adjust the offset to the beginning/end

Type :float in [-0.999, 0.999], default 0.0
length_random

Give path length a random variation

Type :float in [0, 1], default 0.0
lifetime

Specify the life span of the particles

Type :float in [1, 300000], default 0.0
lifetime_random

Give the particle life a random variation

Type :float in [0, 1], default 0.0
line_length_head

Length of the line’s head

Type :float in [0, 100000], default 0.0
line_length_tail

Length of the line’s tail

Type :float in [0, 100000], default 0.0
lock_billboard

Lock the billboards align axis

Type :boolean, default False
lock_boids_to_surface

Constrain boids to a surface

Type :boolean, default False
mass

Specify the mass of the particles

Type :float in [0.001, 100000], default 0.0
material

Specify material used for the particles

Type :int in [1, 16], default 0
normal_factor

Let the surface normal give the particle a starting speed

Type :float in [-1000, 1000], default 0.0
object_align_factor

Let the emitter object orientation give the particle a starting speed

Type :float array of 3 items in [-200, 200], default (0.0, 0.0, 0.0)
object_factor

Let the object give the particle a starting speed

Type :float in [-200, 200], default 0.0
particle_factor

Let the target particle give the particle a starting speed

Type :float in [-200, 200], default 0.0
particle_size

The size of the particles

Type :float in [0.001, 100000], default 0.0
path_end

End time of drawn path

Type :float in [-inf, inf], default 0.0
path_start

Starting time of drawn path

Type :float in [-inf, inf], default 0.0
phase_factor

Initial rotation phase

Type :float in [-1, 1], default 0.0
phase_factor_random

Randomize rotation phase

Type :float in [0, 1], default 0.0
physics_type

Particle physics type

Type :enum in [‘NO’, ‘NEWTON’, ‘KEYED’, ‘BOIDS’, ‘FLUID’], default ‘NO’
react_event

The event of target particles to react on

Type :enum in [‘DEATH’, ‘COLLIDE’, ‘NEAR’], default ‘DEATH’
reactor_factor

Let the vector away from the target particles location give the particle a starting speed

Type :float in [-10, 10], default 0.0
regrow_hair

Regrow hair for each frame

Type :boolean, default False
render_step

How many steps paths are rendered with (power of 2)

Type :int in [0, 9], default 0
render_type

How particles are rendered

Type :enum in [‘NONE’, ‘HALO’, ‘LINE’, ‘PATH’, ‘OBJECT’, ‘GROUP’, ‘BILLBOARD’], default ‘NONE’
rendered_child_count

Amount of children/parent for rendering

Type :int in [0, 100000], default 0
rotation_factor_random

Randomize rotation

Type :float in [0, 1], default 0.0
rotation_mode

Particles initial rotation

Type :enum in [‘NONE’, ‘NOR’, ‘VEL’, ‘GLOB_X’, ‘GLOB_Y’, ‘GLOB_Z’, ‘OB_X’, ‘OB_Y’, ‘OB_Z’], default ‘NONE’
roughness_1

Amount of location dependent rough

Type :float in [0, 100000], default 0.0
roughness_1_size

Size of location dependent rough

Type :float in [0.01, 100000], default 0.0
roughness_2

Amount of random rough

Type :float in [0, 100000], default 0.0
roughness_2_size

Size of random rough

Type :float in [0.01, 100000], default 0.0
roughness_2_threshold

Amount of particles left untouched by random rough

Type :float in [0, 1], default 0.0
roughness_end_shape

Shape of end point rough

Type :float in [0, 10], default 0.0
roughness_endpoint

Amount of end point rough

Type :float in [0, 100000], default 0.0
show_health

Draw boid health

Type :boolean, default False
show_number

Show particle number

Type :boolean, default False
show_size

Show particle size

Type :boolean, default False
show_unborn

Show particles before they are emitted

Type :boolean, default False
show_velocity

Show particle velocity

Type :boolean, default False
simplify_rate

Speed of simplification

Type :float in [0, 1], default 0.0
simplify_refsize

Reference size in pixels, after which simplification begins

Type :int in [1, 32768], default 0
simplify_transition

Transition period for fading out strands

Type :float in [0, 1], default 0.0
simplify_viewport

Speed of Simplification

Type :float in [0, 0.999], default 0.0
size_random

Give the particle size a random variation

Type :float in [0, 1], default 0.0
subframes

Subframes to simulate for improved stability and finer granularity simulations

Type :int in [0, 1000], default 0
tangent_factor

Let the surface tangent give the particle a starting speed

Type :float in [-1000, 1000], default 0.0
tangent_phase

Rotate the surface tangent

Type :float in [-1, 1], default 0.0
texture_slots

Texture slots defining the mapping and influence of textures

Type :ParticleSettingsTextureSlots collection of ParticleSettingsTextureSlot, (readonly)
time_tweak

A multiplier for physics timestep (1.0 means one frame = 1/25 seconds)

Type :float in [0, 100], default 0.0
trail_count

Number of trail particles

Type :int in [1, 100000], default 0
type
Type :enum in [‘EMITTER’, ‘HAIR’], default ‘EMITTER’
use_absolute_path_time

Path timing is in absolute frames

Type :boolean, default False
use_advanced_hair

Use full physics calculations for growing hair

Type :boolean, default False
use_dead

Show particles after they have died

Type :boolean, default False
use_die_on_collision

Particles die when they collide with a deflector object

Type :boolean, default False
use_dynamic_rotation

Sets rotation to dynamic/constant

Type :boolean, default False
use_emit_random

Emit in random order of elements

Type :boolean, default False
use_even_distribution

Use even distribution from faces based on face areas or edge lengths

Type :boolean, default False
use_global_dupli

Use object’s global coordinates for duplication

Type :boolean, default False
use_group_count

Use object multiple times in the same group

Type :boolean, default False
use_group_pick_random

Pick objects from group randomly

Type :boolean, default False
use_hair_bspline

Interpolate hair using B-Splines

Type :boolean, default False
use_multiply_size_mass

Multiply mass by particle size

Type :boolean, default False
use_parent_particles

Render parent particles

Type :boolean, default False
use_react_multiple

React multiple times

Type :boolean, default False
use_react_start_end

Give birth to unreacted particles eventually

Type :boolean, default False
use_render_adaptive

Draw steps of the particle path

Type :boolean, default False
use_render_emitter

Render emitter Object also

Type :boolean, default False
use_self_effect

Particle effectors effect themselves

Type :boolean, default False
use_simplify

Remove child strands as the object becomes smaller on the screen

Type :boolean, default False
use_simplify_viewport
Type :boolean, default False
use_size_deflect

Use particle’s size in deflection

Type :boolean, default False
use_strand_primitive

Use the strand primitive for rendering

Type :boolean, default False
use_velocity_length

Multiply line length by particle speed

Type :boolean, default False
use_whole_group

Use whole group at once

Type :boolean, default False
userjit

Emission locations / face (0 = automatic)

Type :int in [0, 1000], default 0
virtual_parents

Relative amount of virtual parents

Type :float in [0, 1], default 0.0

Inherited Properties

Inherited Functions

References

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