ParticleSettings(ID)#

base classes — bpy_struct, ID

class bpy.types.ParticleSettings(ID)#

Particle settings, reusable by multiple particle systems

active_instanceweight#
Type:

ParticleDupliWeight, (readonly)

active_instanceweight_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 5

adaptive_pixel#

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

Type:

int in [0, 50], default 3

angular_velocity_factor#

Angular velocity amount (in radians per second)

Type:

float in [-200, 200], default 0.0

angular_velocity_mode#

What axis is used to change particle rotation with time

Type:

enum in [‘NONE’, ‘VELOCITY’, ‘HORIZONTAL’, ‘VERTICAL’, ‘GLOBAL_X’, ‘GLOBAL_Y’, ‘GLOBAL_Z’, ‘RAND’], default ‘VELOCITY’

animation_data#

Animation data for this data-block

Type:

AnimData, (readonly)

apply_effector_to_children#

Apply effectors to children

Type:

boolean, default False

apply_guide_to_children#
Type:

boolean, default False

bending_random#

Random stiffness of hairs

Type:

float in [0, 1], default 0.0

boids#
Type:

BoidSettings, (readonly)

branch_threshold#

Threshold of branching

Type:

float in [0, 1], default 0.0

brownian_factor#

Amount of random, erratic particle movement

Type:

float in [0, 200], default 0.0

child_length#

Length of child paths

Type:

float in [0, 1], default 1.0

child_length_threshold#

Amount of particles left untouched by child path length

Type:

float in [0, 1], default 0.0

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_percent#

Number of children per parent

Type:

int in [0, 100000], default 10

child_radius#

Radius of children around parent

Type:

float in [0, 100000], default 0.2

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 1.0

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_curve#

Curve defining clump tapering

Type:

CurveMapping, (readonly)

clump_factor#

Amount of clumping

Type:

float in [-1, 1], default 0.0

clump_noise_size#

Size of clump noise

Type:

float in [1e-05, 100000], default 1.0

clump_shape#

Shape of clumping

Type:

float in [-0.999, 0.999], default 0.0

collision_collection#

Limit colliders to this collection

Type:

Collection

color_maximum#

Maximum length of the particle color vector

Type:

float in [0.01, 100], default 1.0

count#

Total number of particles

Type:

int in [0, inf], default 1000

courant_target#

The relative distance a particle can move before requiring more subframes (target Courant number); 0.01 to 0.3 is the recommended range

Type:

float in [0.0001, 10], default 0.2

create_long_hair_children#

Calculate children that suit long hair well

Type:

boolean, default False

damping#

Amount of damping

Type:

float in [0, 1], default 0.0

display_color#

Display additional particle data as a color

Type:

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

display_method#

How particles are displayed in viewport

Type:

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

display_percentage#

Percentage of particles to display in 3D view

Type:

int in [0, 100], default 100

display_size#

Size of particles on viewport

Type:

float in [0, 1000], default 0.1

display_step#

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

Type:

int in [0, 10], default 2

distribution#

How to distribute particles on selected element

Type:

enum in [‘JIT’, ‘RAND’, ‘GRID’], default ‘JIT’

drag_factor#

Amount of air drag

Type:

float in [0, 1], default 0.0

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 ‘FACE’

factor_random#

Give the starting velocity 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 number to stop emitting particles

Type:

float in [-1.04857e+06, 1.04857e+06], default 200.0

frame_start#

Frame number to start emitting particles

Type:

float in [-1.04857e+06, 1.04857e+06], default 1.0

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 10

hair_length#

Length of the hair

Type:

float in [0, 1000], default 0.0

hair_step#

Number of hair segments

Type:

int in [2, 32767], default 5

hexagonal_grid#

Create the grid in a hexagonal pattern

Type:

boolean, default False

instance_collection#

Show objects in this collection in place of particles

Type:

Collection

instance_object#

Show this object in place of particles

Type:

Object

instance_weights#

Weights for all of the objects in the instance collection

Type:

bpy_prop_collection of ParticleDupliWeight, (readonly)

integrator#

Algorithm used to calculate physics, from the fastest to the most stable and accurate: Midpoint, Euler, Verlet, RK4

Type:

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

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 1.0

keyed_loops#

Number of times the keys are looped

Type:

int in [1, 10000], default 1

keys_step#
Type:

int in [0, 32767], default 5

kink#

Type of periodic offset on the path

Type:

enum in [‘NO’, ‘CURL’, ‘RADIAL’, ‘WAVE’, ‘BRAID’, ‘SPIRAL’], default ‘NO’

kink_amplitude#

The amplitude of the offset

Type:

float in [-100000, 100000], default 0.2

kink_amplitude_clump#

How much clump affects kink amplitude

Type:

float in [0, 1], default 1.0

kink_amplitude_random#

Random variation of the amplitude

Type:

float in [0, 1], default 0.0

kink_axis#

Which axis to use for offset

Type:

enum in Axis Xyz Items, default ‘Z’

kink_axis_random#

Random variation of the orientation

Type:

float in [0, 1], default 0.0

kink_extra_steps#

Extra steps for resolution of special kink features

Type:

int in [1, inf], default 4

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 2.0

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#

Life span of the particles

Type:

float in [1, 1.04857e+06], default 50.0

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_boids_to_surface#

Constrain boids to a surface

Type:

boolean, default False

mass#

Mass of the particles

Type:

float in [1e-08, 100000], default 1.0

material#

Index of material slot used for rendering particles

Type:

int in [1, 32767], default 1

material_slot#

Material slot used for rendering particles

Type:

enum in [‘DUMMY’], default ‘DUMMY’

normal_factor#

Let the surface normal give the particle a starting velocity

Type:

float in [-1000, 1000], default 1.0

object_align_factor#

Let the emitter object orientation give the particle a starting velocity

Type:

mathutils.Vector of 3 items in [-200, 200], default (0.0, 0.0, 0.0)

object_factor#

Let the object give the particle a starting velocity

Type:

float in [-200, 200], default 0.0

particle_factor#

Let the target particle give the particle a starting velocity

Type:

float in [-200, 200], default 0.0

particle_size#

The size of the particles

Type:

float in [0.001, 100000], default 0.05

path_end#

End time of path

Type:

float in [-inf, inf], default 1.0

path_start#

Starting time of path

Type:

float in [-inf, inf], default 0.0

phase_factor#

Rotation around the chosen orientation axis

Type:

float in [-1, 1], default 0.0

phase_factor_random#

Randomize rotation around the chosen orientation axis

Type:

float in [0, 2], default 0.0

physics_type#

Particle physics type

Type:

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

radius_scale#

Multiplier of diameter properties

Type:

float in [0, inf], default 0.01

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 particle’s location give the particle a starting velocity

Type:

float in [-10, 10], default 0.0

render_step#

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

Type:

int in [0, 20], default 3

render_type#

How particles are rendered

Type:

enum in [‘NONE’, ‘HALO’, ‘LINE’, ‘PATH’, ‘OBJECT’, ‘COLLECTION’], default ‘HALO’

rendered_child_count#

Number of children per parent for rendering

Type:

int in [0, 100000], default 100

root_radius#

Strand diameter width at the root

Type:

float in [0, inf], default 1.0

rotation_factor_random#

Randomize particle orientation

Type:

float in [0, 1], default 0.0

rotation_mode#

Particle orientation axis (does not affect Explode modifier’s results)

Type:

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

roughness_1#

Amount of location dependent roughness

Type:

float in [0, 100000], default 0.0

roughness_1_size#

Size of location dependent roughness

Type:

float in [0.01, 100000], default 1.0

roughness_2#

Amount of random roughness

Type:

float in [0, 100000], default 0.0

roughness_2_size#

Size of random roughness

Type:

float in [0.01, 100000], default 1.0

roughness_2_threshold#

Amount of particles left untouched by random roughness

Type:

float in [0, 1], default 0.0

roughness_curve#

Curve defining roughness

Type:

CurveMapping, (readonly)

roughness_end_shape#

Shape of endpoint roughness

Type:

float in [0, 10], default 1.0

roughness_endpoint#

Amount of endpoint roughness

Type:

float in [0, 100000], default 0.0

shape#

Strand shape parameter

Type:

float in [-1, 1], default 0.0

show_guide_hairs#

Show guide hairs

Type:

boolean, default False

show_hair_grid#

Show hair simulation grid

Type:

boolean, default False

show_health#

Display 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

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 (dt = timestep / (subframes + 1))

Type:

int in [0, 1000], default 0

tangent_factor#

Let the surface tangent give the particle a starting velocity

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 bpy_prop_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 1.0

timestep#

The simulation timestep per frame (seconds per frame)

Type:

float in [0.0001, 100], default 0.0

tip_radius#

Strand diameter width at the tip

Type:

float in [0, inf], default 0.0

trail_count#

Number of trail particles

Type:

int in [1, 100000], default 0

twist#

Number of turns around parent along the strand

Type:

float in [-100000, 100000], default 0.0

twist_curve#

Curve defining twist

Type:

CurveMapping, (readonly)

type#

Particle type

Type:

enum in [‘EMITTER’, ‘HAIR’], default ‘EMITTER’

use_absolute_path_time#

Path timing is in absolute frames

Type:

boolean, default False

use_adaptive_subframes#

Automatically set the number of subframes

Type:

boolean, default False

use_advanced_hair#

Use full physics calculations for growing hair

Type:

boolean, default True

use_close_tip#

Set tip radius to zero

Type:

boolean, default True

use_clump_curve#

Use a curve to define clump tapering

Type:

boolean, default False

use_clump_noise#

Create random clumps around the parent

Type:

boolean, default False

use_collection_count#

Use object multiple times in the same collection

Type:

boolean, default False

use_collection_pick_random#

Pick objects from collection randomly

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#

Particle rotations are affected by collisions and effectors

Type:

boolean, default False

use_emit_random#

Emit in random order of elements

Type:

boolean, default True

use_even_distribution#

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

Type:

boolean, default True

use_global_instance#

Use object’s global coordinates for duplication

Type:

boolean, default False

use_hair_bspline#

Interpolate hair using B-Splines

Type:

boolean, default False

use_modifier_stack#

Emit particles from mesh with modifiers applied (must use same subdivision surface level for viewport and render for correct results)

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_regrow_hair#

Regrow hair for each frame

Type:

boolean, default False

use_render_adaptive#

Display steps of the particle path

Type:

boolean, default False

use_rotation_instance#

Use object’s rotation for duplication (global x-axis is aligned particle rotation axis)

Type:

boolean, default False

use_rotations#

Calculate particle rotations

Type:

boolean, default False

use_roughness_curve#

Use a curve to define roughness

Type:

boolean, default False

use_scale_instance#

Use object’s scale for duplication

Type:

boolean, default False

use_self_effect#

Particle effectors affect themselves

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_twist_curve#

Use a curve to define twist

Type:

boolean, default False

use_velocity_length#

Multiply line length by particle speed

Type:

boolean, default False

use_whole_collection#

Use whole collection at once

Type:

boolean, default False

userjit#

Emission locations per 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

classmethod bl_rna_get_subclass(id, default=None)#
Parameters:

id (string) – The RNA type identifier.

Returns:

The RNA type or default when not found.

Return type:

bpy.types.Struct subclass

classmethod bl_rna_get_subclass_py(id, default=None)#
Parameters:

id (string) – The RNA type identifier.

Returns:

The class or default when not found.

Return type:

type

Inherited Properties

Inherited Functions

References