Taos API Reference
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    Interface EmitterNode

    Describes how a particle system spawns new particles each frame.

    interface EmitterNode {
        position: [x: number, y: number, z: number];
        maxParticles: number;
        spawnRate: number;
        lifetime: [min: number, max: number];
        shape: SpawnShape;
        initialSpeed: [min: number, max: number];
        initialColor: [r: number, g: number, b: number, a: number];
        initialSize: [min: number, max: number];
        roughness: number;
        metallic: number;
    }
    Index

    Properties

    position: [x: number, y: number, z: number]

    Local offset from the GameObject transform, rotated by the GameObject's orientation. Used as the origin for spawn shapes and as the reference point for emitter-space modifiers.

    maxParticles: number

    Maximum particles alive at once; sizes the GPU particle buffer.

    spawnRate: number

    Continuous emission rate in particles per second.

    lifetime: [min: number, max: number]

    Per-particle lifetime range, sampled uniformly per spawn.

    shape: SpawnShape

    Region used to seed initial position and direction.

    initialSpeed: [min: number, max: number]

    Initial speed range along the spawn direction, sampled uniformly per spawn.

    initialColor: [r: number, g: number, b: number, a: number]

    Starting RGBA color (linear, premultiplied alpha not assumed).

    initialSize: [min: number, max: number]

    Starting size range in world units, sampled uniformly per spawn.

    roughness: number

    PBR roughness used by the lit particle renderer.

    metallic: number

    PBR metallic used by the lit particle renderer.