Appearance Properties

This doc goes over how to use the Appearance categories within the Particle Emitters in Roblox.

Color

Change the color of the particle. It is possible to change the particle color over time.

Using the Color Spectrum to change the color over time.

LightEmission

Determines how much the particles colors are blended with the colors behind them. Generally no reason to go below or above -1 to 1.

LightEmission - Set to 1

LightInfluence

Determines how much Particles are influenced by the Environment lighting. This example shows a red light in the middle with a setting of 1. If you set the LightInfluence to 0 the environment does not affect the particles at all.

LightInfluence - Set to 1.

Orientation

Specifies how the Particles are oriented. This parameter depends on how the camera is oriented etc.

Orientation - Set to Velocity Perpendicular.

Size

Determines the Particles world size. It is possible to change the particle Size over time. Each point on the spectrum can allow an envelope to offer a range of size at that point for particle variation (found at the bottom of the Spectrum window).

Particle Size - Modified scale and envelope over time.

Squash

Allows for non-uniform stretching of Particles over time. The Spectrum can define if it is stretched in the X or Y axis, as well as allow for a range at each point with the Envelope parameter (found at the bottom of the Spectrum window).

Squash Spectrum Example...

Texture

Defines which image is used for the particle.

  • Click on the parameter next to the Texture label.

  • Select 'Add Image' if you haven't already loaded your textures.

  • Load your image from your computer.

  • Rename the asset if needed.

  • Select 'Load'.

Load Particle Texture example...

Transparency

Determines the Particles Transparency over time. The Spectrum can define transparency between 0 and 1, as well as allow for a range at each point with the Envelope parameter (found at the bottom of the Spectrum window).

Transparency Spectrum Example...

ZOffset

Determines the render order of the Particles from top to bottom. You can use this to set if the particles are in front of or behind other assets in the space.

ZOffset Example...

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