Massive Particles

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Simulation/Massive Particles

Generates GPU based particles. ​


The Massive Particle box uses the GPU to generate a particle system. The system is simpler than the Particle 3D and the Particle 2D system, but supports greater number of particles. The Massive Particle system has zero world gravity. Only the world Pressure, the Friction, the particle Mass, and the Initial Position Attraction affect the behavior of the particles.

General Use Case: The box is used to create effects on contrasted texture.


Attraction Float Receives and overrides the Initial Position Attraction parameter.
Camera Camera Receives the camera information to be used in the rendering process.
Friction Float Receives and overrides the Friction parameter.
Gradient 2D Texture Receives the detection texture in a gradient format.
Mass 2D Texture Receives the Mass texture affecting the particles.
Pressure Factor Float Receives and overrides the Pressure parameter.
Render 2D Texture Receives the render target texture to draw on the simulation.
Reset Trigger Resets the simulation upon the reception of this event.
Texture 2D Texture Receives the texture used as material for the particles.


Texture 2D Render Target Outputs the simulation result.




Particle Count Int Sets the particle count in the simulation to divide the inputted Texture.


World Margins Float Sets the margin outside the screen before the particles collide with the simulation border.
Horizontal Border String Sets the behavior of the horizontal border.
Vertical Border String Sets the behavior of the vertical border.

Particles Physics

Enable Input Pin: Mass Toggle Enables the Mass Input Pin.
Enable Input Pin: Friction Toggle Enables the Friction Input Pin and override the Friction parameter.
Friction Float Sets the friction of the particles in the simulation.
Pressure Enabled Toggle Enables the calculation of the pressure.
Enable Input Pin: Pressure Factor Toggle Enables the Pressure Factor Input Pin and override the Pressure Factor parameter.
Pressure Factor Float Sets the pressure of the simulation.


React Factor Float Sets the reaction factor of particles toward the gradient texture. Negative React Factor result in attraction and positive React Factor result in repulsion.
React Mode String Sets the mode of reaction of the particles.
Enable Input Pin: Initial Position Attraction Toggle Enables the Attraction Input Pin and override the Initial Position Attraction parameter.
Initial Position Attraction Float Sets the strength of the return force to the initial position.
Snap To Initial Position Distance Float Sets the size, in Normalized Screen Resolution, of the clip zone of the initial position.


Particles Material

Divide Particles Texture Toggle Enables the division of the inputted texture by the particle count. If disabled, the inputted texture is wholly applied to each particle material.
Particle Texture Scale Float Sets the size of the particles texture. Note that this value does not affect the particles size. The Particle Texture Scale affects only the material of the particles.

Texture Blend

Enable Input Pin: Render Toggle Enables the Render Input Pin.
Override Render Toggle Enables the overrides of the render target value by the Render Value.
Render Value Float4 Sets the value for the override of the Render.
Blending Mode String Sets the Blending mode of the simulation over the render target.



Enable Input Pin: Camera Toggle Enables the Camera Input Pin.
Vertical FOV Float Sets the vertical Field Of View of the simulation when no camera is inputted.
Output World Gizmo Toggle Outputs the World Gizmo over the outputted texture.


Internal Texture Width Int Sets the horizontal size of the internal pressure render target. The vertical size is set accordingly to the aspect ratio of the inputted gradient.
Internal Texture Blur Float Sets the blur strength applied to the internal pressure render target.


Enable Input Pin: Reset Toggle Enables the Reset Input Pin.



Channel Settings

Format String Sets the format of the outputted texture. RGBA 8 bits is the common format. RGBA 16 bits allows negative vector calculation and is mostly used for simulation. RGBA 32 bits allows high precision but may negatively affect the FPS and the Grayscale has only the Red component.
Format Components String Sets the Components used for the outputted texture.
Format Component Bit Depth String Sets the Bit Depth of the outputted texture. 8 bits is the common format, 16 bits allow negative vector calculation and is mostly used for simulation, 32 bits allow high precision but may negatively affect the FPS.
Format Component Type String Sets the pixels value type depending on the Bit Depth.

Canvas Settings

Resolution Mode String Sets the Resolution Mode. Canvas uses the project configuration settings, Custom uses local setting resolution not shared with other box and Project Aspect Ratio uses the project aspect ratio and proportionally scales the height and width. The parameter chooses the reference Canvas setting the resolution of the outputted texture.
Canvas 2D ResolutionRef Chooses the reference Canvas and sets the resolution of the outputted texture.
Maximum Resolution Int Sets the maximal resolution of the X-axis and calculates the resolution of the Y-axis based on the aspect ratio of the Content Canvas.
Lock Aspect Ratio Toggle Locks the Aspect Ratio for Custom resolution.
Aspect Ratio 2D ResolutionRef Chooses the reference Canvas for the aspect ratio.
Size XY Int2 Sets the size in pixels of the outputted texture.

See Also

Boxes related

Camera, Gradient, Particle System 2D, Particle System 3D, Tile In Texture, ​​

Version Information

Current documentation version: 2.1.3. ​ ​