diff options
Diffstat (limited to 'doc/classes/ParticlesMaterial.xml')
-rw-r--r-- | doc/classes/ParticlesMaterial.xml | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/doc/classes/ParticlesMaterial.xml b/doc/classes/ParticlesMaterial.xml index 1e90214e47..d04ac5bdce 100644 --- a/doc/classes/ParticlesMaterial.xml +++ b/doc/classes/ParticlesMaterial.xml @@ -1,10 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="ParticlesMaterial" inherits="Material" version="4.0"> <brief_description> - Particle properties for [Particles] and [Particles2D] nodes. + Particle properties for [GPUParticles3D] and [GPUParticles2D] nodes. </brief_description> <description> - ParticlesMaterial defines particle properties and behavior. It is used in the [code]process_material[/code] of [Particles] and [Particles2D] emitter 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. </description> @@ -132,7 +132,7 @@ Animation speed randomness ratio. </member> <member name="color" type="Color" setter="set_color" getter="get_color" default="Color( 1, 1, 1, 1 )"> - Each particle's initial color. If the [Particles2D]'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 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]. </member> <member name="color_ramp" type="Texture2D" setter="set_color_ramp" getter="get_color_ramp"> Each particle's color will vary along this [GradientTexture]. |