Property Reference
A flat reference of every property the plugin exposes. The Particiliary chapters group properties by panel section and explain them in narrative form; this page is the dictionary — open it when you remember a property name but forget what it does, where to find it, or which emitter types support it.
For each property the table gives:
- Panel label — the name shown in the Properties panel (sometimes shorter than the data attribute)
- Data attribute — the stable identifier used in source-side code, attribute getters, and the
PartIclePropertiesConfiguration child - Type —
NumberSequence(a graph),NumberRange(min/max),number,boolean,string,enum,Vector2/3,UDim2,ColorSequence - Default — what Transform sets if the user hasn’t picked a value
- Available on — which emitter types expose this property
Many properties are polymorphic (same name, different shape on different emitter types — see the Properties chapter for a friendlier introduction). Brightness is a graph on Part / Beam / PointLight, a single number on Trail; Speed is a graph on Part / Attachment / Model, a range on Roblox’s ParticleEmitter. Always trust the panel input you see, not the property name alone.
Spawning + emission
Section titled “Spawning + emission”The properties that decide when and how often particles spawn.
Switches between Emit mode (per-emission clones, animated to the source’s graphs) and Animate mode (the source instance plays the graphs in place, no duplicates). Item-level attribute, not part of PartIcleProperties.
| Field | Value |
|---|---|
| Panel label | Mode |
| Data attribute | EmissionMode |
| Type | enum ("Emit" / "Animate") |
| Default | Emit (Atmosphere defaults to Animate — only one renders at a time) |
| Available on | All except Trail (Trail uses a different storage path — Transform skips the EmissionMode stamp; emission is always a timed Enabled pulse). |
Full coverage: Two Modes — Emit and Animate.
When Mode is Animate, controls whether the cycle repeats indefinitely or runs once. Item-level attribute.
| Field | Value |
|---|---|
| Panel label | Loop |
| Data attribute | AnimateLoop |
| Type | boolean |
| Default | false |
| Available on | All except Trail (no Animate mode on Trail). |
Enabled
Section titled “Enabled”Master on/off. While false, no emission occurs even if Rate / Lifetime / EmitDuration are set.
| Field | Value |
|---|---|
| Panel label | Enabled |
| Data attribute | Enabled |
| Type | boolean |
| Default | false (true for Trail) |
| Available on | All 11 types |
Particles per second. Continuous emission is Rate × elapsed-time particles spawned. Multiplicative with EmitDuration.
| Field | Value |
|---|---|
| Panel label | Rate |
| Data attribute | Rate |
| Type | number |
| Default | 10 |
| Available on | All except Trail |
Lifetime
Section titled “Lifetime”How long each particle lives, in seconds. Range — each emission picks uniformly between min and max. (Trail is the exception: a single number, not a range.)
| Field | Value |
|---|---|
| Panel label | Lifetime |
| Data attribute | Lifetime (Beam stores as BeamLifetime to avoid the native conflict) |
| Type | NumberRange (Trail: number) |
| Default | 1 (Trail: 2) |
| Available on | All 11 types |
Emit Count
Section titled “Emit Count”Number of initial bursts fired by :EnableEmit / :AbsoluteEmit / Studio’s Emit button. :Emit(item) itself ignores this attribute — it always emits one particle. Stored as a Studio Attribute on the source instance, not a row in the property panel.
| Field | Value |
|---|---|
| Panel label | (Studio Attributes only) |
| Data attribute | EmitCount |
| Type | number |
| Default | 0 (1 for Beam) |
| Available on | All transformed types except Trail (Trail uses its EmitDuration string for timing instead). Native ParticleEmitters also honor it via :AbsoluteEmit. |
Emit Delay
Section titled “Emit Delay”Seconds to wait after Emit() is called before the first particle spawns. Not in the panel — set as a Studio attribute on the source instance.
| Field | Value |
|---|---|
| Data attribute | EmitDelay |
| Type | number |
| Default | 0 |
| Available on | All 11 types (read by the runtime on every type, including raw ParticleEmitter and Trail via Particles.EnableEmitSingle). |
Emit Duration
Section titled “Emit Duration”Seconds of continuous loop after the initial bursts. 0 skips the loop. Trail’s value is a string — either a single number ("2") or a comma-separated min/max range ("5,2"); the plugin sorts the pair and picks a random duration uniformly within [min, max] per emit.
| Field | Value |
|---|---|
| Panel label | (attribute-only — not surfaced on any panel row) |
| Data attribute | EmitDuration |
| Type | number (Trail: string) |
| Default | 0 (Trail: "2") |
| Available on | All 11 types |
Spatial spawn
Section titled “Spatial spawn”How particles are arranged at the moment they spawn — position offset, direction, spread.
Direction
Section titled “Direction”Which face of the emitter particles fly out of, expressed as a NormalId (Top / Bottom / Front / Back / Left / Right).
| Field | Value |
|---|---|
| Panel label | Direction |
| Data attribute | EmissionDirection |
| Type | enum (Enum.NormalId) |
| Default | Top |
| Available on | Part, Attachment, Model |
Position (X / Y / Z)
Section titled “Position (X / Y / Z)”Per-axis spawn offset ranges, in studs (or whatever the emitter’s coordinate frame is). Each axis is a separate NumberRange; the engine picks uniformly between min and max per particle.
| Field | Value |
|---|---|
| Panel label | Position (axis-grouped) |
| Data attributes | PosX, PosY, PosZ |
| Type | three NumberRange |
| Default | 0 per axis |
| Available on | Part, Attachment, Model |
Pos. Mode
Section titled “Pos. Mode”Coordinate space the per-particle Position offsets resolve in. Local = parent-relative; Global = world axes; RigidLocal = parent-relative but ignoring rotation.
| Field | Value |
|---|---|
| Panel label | Pos. Mode |
| Data attribute | PosMode |
| Type | string (Local / Global / RigidLocal) |
| Default | Local |
| Available on | Part, Attachment, Model |
Orientation
Section titled “Orientation”Aligns each particle’s facing relative to motion / camera / world up. Same set of values as Roblox’s ParticleEmitter.Orientation.
| Field | Value |
|---|---|
| Panel label | Orientation |
| Data attribute | Orientation |
| Type | string (None / FacingCamera / FacingCameraWorldUp / VelocityParallel / VelocityPerpendicular) |
| Default | None |
| Available on | Part, Attachment, Model |
Spread Angle (Part / Attachment / Model)
Section titled “Spread Angle (Part / Attachment / Model)”Cone-shaped angular spread around the central emission direction. Vector2(x, y) in degrees — first value is horizontal cone half-angle, second is vertical.
| Field | Value |
|---|---|
| Panel label | SpreadAngle |
| Data attribute | SpreadAngle |
| Type | Vector2 |
| Default | (0, 0) |
| Available on | Part, Attachment, Model |
Spread Angle (ImageLabel)
Section titled “Spread Angle (ImageLabel)”ImageLabel uses polar motion, not cartesian. Spread is a single number in degrees giving random variation around the central EmissionAngle. See ImageLabel for the polar model.
| Field | Value |
|---|---|
| Panel label | SpreadAngle |
| Data attribute | ImgSpreadAngle |
| Type | number |
| Default | 0 |
| Available on | ImageLabel |
Z-Offset
Section titled “Z-Offset”Render-depth bias — pushes the particle’s draw order forward or back without changing its world position. Useful for layering effects above/below other transparent geometry.
| Field | Value |
|---|---|
| Panel label | Z-Offset |
| Data attribute | ZOffset |
| Type | number |
| Default | 0 |
| Available on | Part, Beam, Attachment, Model |
Rotation
Section titled “Rotation”How particles rotate at spawn and during life.
Rotation (X / Y / Z)
Section titled “Rotation (X / Y / Z)”Random initial rotation per axis at spawn, in degrees. Three independent NumberRanges — particles get a random orientation within those bounds.
| Field | Value |
|---|---|
| Panel label | Rotation (axis-grouped) |
| Data attributes | RotX, RotY, RotZ |
| Type | three NumberRange |
| Default | 0 per axis |
| Available on | Part, Attachment, Model |
Rotation Range (ImageLabel)
Section titled “Rotation Range (ImageLabel)”ImageLabel rotates around a single 2D axis (the screen normal), so the initial rotation is one NumberRange, not three.
| Field | Value |
|---|---|
| Panel label | Rotation |
| Data attribute | ImgRotRange |
| Type | NumberRange |
| Default | 0 |
| Available on | ImageLabel |
Rotation Speed (X / Y / Z)
Section titled “Rotation Speed (X / Y / Z)”Rotation graph per axis. Interpreted as either absolute angle at age t (in OverLife mode) or rotation rate in degrees-per-second (in Speed mode) — see Rotation Mode for the semantics.
| Field | Value |
|---|---|
| Panel label | Rot Speed (axis-grouped) |
| Data attributes | RotSpeedX, RotSpeedY, RotSpeedZ |
| Type | three NumberSequence |
| Default | 0 per axis |
| Available on | Part, Attachment, Model |
Rotation Speed (ImageLabel)
Section titled “Rotation Speed (ImageLabel)”Single-axis 2D version. Same OverLife/Speed semantics as the workspace types but on the screen normal only.
| Field | Value |
|---|---|
| Panel label | Rot Speed |
| Data attribute | ImgRotSpeed |
| Type | NumberSequence |
| Default | 0 |
| Available on | ImageLabel |
Rotation Mode
Section titled “Rotation Mode”Switches how RotSpeed values are interpreted. OverLife — graph value at age t is the absolute rotation angle (a graph ramping 0 → 360 spins the particle once across its life; a constant graph holds a fixed rotation). Speed — graph value at age t is the rotation rate in degrees-per-second; the engine accumulates value × dt each frame.
| Field | Value |
|---|---|
| Panel label | Rot Mode |
| Data attribute | RotMode (ImageLabel: ImgRotMode) |
| Type | string (OverLife / Speed) |
| Default | OverLife |
| Available on | Part, Attachment, Model, ImageLabel |
Motion
Section titled “Motion”How particles move once they exist.
Velocity magnitude graph, applied along the unit-vector launch direction. Pixels-per-second on ImageLabel; studs-per-second on workspace types.
| Field | Value |
|---|---|
| Panel label | Speed |
| Data attribute | Speed (ImageLabel: ImgSpeed) |
| Type | NumberSequence |
| Default | 0 |
| Available on | Part, Attachment, Model, ImageLabel |
Acceleration
Section titled “Acceleration”Constant 3D (or 2D for ImageLabel) acceleration vector, in studs/sec² (or pixels/sec²). Applied to every particle’s velocity each frame regardless of launch direction. Common pattern: (0, -196, 0) for “Roblox gravity” on workspace types.
| Field | Value |
|---|---|
| Panel label | Acceleration |
| Data attribute | Acceleration (ImageLabel: ImgAcceleration) |
| Type | Vector3 (ImageLabel: Vector2) |
| Default | (0, 0, 0) / (0, 0) |
| Available on | Part, Attachment, Model, ImageLabel |
Accel toward (target instance)
Section titled “Accel toward (target instance)”Master toggle for the per-frame target-pull acceleration channel. When on, the engine recomputes a unit vector from each particle to the picked target every frame and scales it by the Accel toward Strength graph.
| Field | Value |
|---|---|
| Panel label | Accel toward |
| Data attribute | AccelerationTowardsInstance |
| Type | boolean |
| Default | false |
| Available on | Part |
Accel toward Target
Section titled “Accel toward Target”Picked instance the target-pull acceleration aims at. Resolved each frame, so a moving target produces a moving pull. If the target is destroyed mid-flight, the channel goes silent for the rest of that particle’s life.
| Field | Value |
|---|---|
| Panel label | Target |
| Data attribute | (instance reference, picker-driven) |
| Type | BasePart / Attachment / Camera |
| Default | none |
| Available on | Part |
Accel toward Strength
Section titled “Accel toward Strength”Magnitude of the target-pull, in studs/sec², over the particle’s normalized lifetime. Sampled per frame per particle.
| Field | Value |
|---|---|
| Panel label | Strength |
| Data attribute | AccelStrength |
| Type | NumberSequence |
| Default | 0 |
| Available on | Part |
Exponential velocity decay applied each frame. A Drag of 1 cuts velocity to ~37% per second. Higher = particles settle quicker.
| Field | Value |
|---|---|
| Panel label | Drag |
| Data attribute | Drag (ImageLabel: ImgDrag) |
| Type | number |
| Default | 0 |
| Available on | Part, Attachment, Model, ImageLabel |
Dir. Mode
Section titled “Dir. Mode”Coordinate space the launch direction resolves in. RigidLocal = parent-rotation-relative (most common). Local = full parent CFrame. Global = world axes (ignores parent rotation).
| Field | Value |
|---|---|
| Panel label | Dir. Mode |
| Data attribute | DirMode |
| Type | string (RigidLocal / Local / Global) |
| Default | RigidLocal |
| Available on | Part, Attachment, Model |
Reverse Motion
Section titled “Reverse Motion”Plays the trajectory backwards — particles spawn at where they would have died and “un-fly” to their spawn point.
| Field | Value |
|---|---|
| Panel label | Reverse Motion |
| Data attribute | InvertMotion (ImageLabel: ImgInvertMotion) |
| Type | boolean |
| Default | false |
| Available on | Part, Attachment, Model, ImageLabel |
Velocity Vectored
Section titled “Velocity Vectored”Internal flag affecting how velocity composes with the parent’s CFrame motion. Most authors leave this alone.
| Field | Value |
|---|---|
| Data attribute | VelocityVectored |
| Type | boolean |
| Default | false |
| Available on | Part, Attachment, Model |
Emission Angle (ImageLabel)
Section titled “Emission Angle (ImageLabel)”ImageLabel uses polar 2D motion — a single launch angle in degrees instead of a 3D direction vector. 0° = right, 90° = up, 180° = left, 270° = down.
| Field | Value |
|---|---|
| Panel label | EmissionAngle |
| Data attribute | EmissionAngle |
| Type | number |
| Default | 90 (up) |
| Available on | ImageLabel |
Visual properties
Section titled “Visual properties”Color, transparency, brightness, size — what each particle looks like at any moment of its life.
Color graph over each particle’s life. Multiplies against the rendered geometry / texture.
| Field | Value |
|---|---|
| Panel label | Color |
| Data attribute | Color (PointLight: PLColor) |
| Type | ColorSequence |
| Default | white |
| Available on | Part, PointLight, Trail |
Transparency
Section titled “Transparency”Opacity graph over each particle’s life. 0 = fully visible, 1 = fully transparent.
| Field | Value |
|---|---|
| Panel label | Transparency |
| Data attribute | Transparency |
| Type | NumberSequence |
| Default | 0 (Trail: 0.5) |
| Available on | Part, Trail |
Brightness
Section titled “Brightness”How much the particle self-illuminates. Polymorphic: a NumberSequence (graph) on Part / Beam / PointLight where it animates over life; a single number on Trail.
| Field | Value |
|---|---|
| Panel label | Brightness |
| Data attribute | Brightness (Beam: BeamBrightness, PointLight: PLBrightness) |
| Type | NumberSequence (Trail: number) |
| Default | 1 |
| Available on | Part, Beam, PointLight, Trail (also a graph on ColorCorrection — see Color Correction below) |
Size (Part)
Section titled “Size (Part)”Three independent graphs — one per axis — multiplying the particle’s base size each frame. The plugin’s “axis-graph-select” widget shows X/Y/Z separately.
| Field | Value |
|---|---|
| Panel label | Size (axis-grouped) |
| Data attributes | SizeX, SizeY, SizeZ |
| Type | three NumberSequence |
| Default | 1 per axis |
| Available on | Part |
Size (ImageLabel)
Section titled “Size (ImageLabel)”UDim2 base size for each particle (0, 100, 0, 100 = 100×100 px by default), multiplied by per-axis SizeScale graphs.
| Field | Value |
|---|---|
| Panel label | Size |
| Data attribute | ImgSize |
| Type | UDim2 |
| Default | (0, 100, 0, 100) |
| Available on | ImageLabel |
Material (Part)
Section titled “Material (Part)”Surface material applied to each emitted Part duplicate. Hardcoded panel list of 20 materials — Plastic, Neon, Glass, Metal, Wood, etc. Stored on the duplicate’s Material property.
| Field | Value |
|---|---|
| Panel label | Material |
| Data attribute | Material |
| Type | enum (Enum.Material) |
| Default | Plastic |
| Available on | Part |
Beam-specific
Section titled “Beam-specific”Texture
Section titled “Texture”Image painted along the beam. Roblox asset id (rbxassetid://...) or asset URL. Single value, not a graph — animate via TextureSpeed / TextureLength / Flipbook instead.
| Field | Value |
|---|---|
| Panel label | Texture |
| Data attribute | Texture |
| Type | string (asset id) |
| Default | inherits from source Beam |
| Available on | Beam |
Width0 / Width1
Section titled “Width0 / Width1”Two separate NumberSequence graphs — beam thickness at each endpoint over life. Allow tapered beams (e.g. wide at origin, thin at tip).
| Field | Value |
|---|---|
| Panel label | Width0 / Width1 |
| Data attributes | Width0, Width1 |
| Type | two NumberSequence |
| Default | 1 each |
| Available on | Beam |
CurveSize0 / CurveSize1
Section titled “CurveSize0 / CurveSize1”Bezier handle lengths controlling the beam’s curve between endpoints. 0, 0 = straight line.
| Field | Value |
|---|---|
| Panel label | CurveSize0 / CurveSize1 |
| Data attributes | CurveSize0, CurveSize1 |
| Type | two NumberSequence |
| Default | 0 each |
| Available on | Beam |
Segments
Section titled “Segments”Tessellation count — more segments give smoother curves at higher GPU cost.
| Field | Value |
|---|---|
| Panel label | Segments |
| Data attribute | Segments |
| Type | NumberSequence |
| Default | 10 |
| Available on | Beam |
Texture Length
Section titled “Texture Length”How far one tile of the texture covers along the beam. Lower = tile repeats more often.
| Field | Value |
|---|---|
| Panel label | Tex. Length |
| Data attribute | TextureLength |
| Type | NumberSequence (Trail: number) |
| Default | 1 |
| Available on | Beam, Trail |
Texture Speed
Section titled “Texture Speed”Scroll rate for the texture along the beam — value × seconds elapsed = scroll offset.
| Field | Value |
|---|---|
| Panel label | Tex. Speed |
| Data attribute | TextureSpeed |
| Type | NumberSequence |
| Default | 1 |
| Available on | Beam |
Texture Mode
Section titled “Texture Mode”How the texture fits between the two endpoints.
| Field | Value |
|---|---|
| Panel label | Tex. Mode |
| Data attribute | BeamTextureMode (Trail: TextureMode) |
| Type | enum (Stretch / Wrap / Static) |
| Default | Stretch |
| Available on | Beam, Trail |
Light Emission
Section titled “Light Emission”Self-illumination factor for the beam’s texture — controls how much it ignores scene lighting and adds its own brightness.
| Field | Value |
|---|---|
| Panel label | Light Emission |
| Data attribute | LightEmission |
| Type | NumberSequence (Trail: number) |
| Default | 0 |
| Available on | Beam, Trail |
Light Influence
Section titled “Light Influence”Inverse — how much scene lighting affects the beam. 1 = fully lit by scene; 0 = ignores scene light entirely.
| Field | Value |
|---|---|
| Panel label | Light Influence |
| Data attribute | BeamLightInfluence (Trail: LightInfluence) |
| Type | NumberSequence (Trail: number) |
| Default | 1 |
| Available on | Beam, Trail |
Face Camera
Section titled “Face Camera”When on, the beam re-orients each frame to face the camera, like a billboard sprite. Useful for ribbon-style effects that should always be visible from any view angle.
| Field | Value |
|---|---|
| Panel label | FaceCamera |
| Data attribute | FaceCamera |
| Type | boolean |
| Default | false |
| Available on | Beam, Trail |
Blender (per-state graphs)
Section titled “Blender (per-state graphs)”Beam-only multi-state graph system. Each state holds its own Color + Transparency graphs and a Time on the 0–1 axis; the engine interpolates between states as the beam ages. See GraphBlender Math for the full mechanism.
| Field | Value |
|---|---|
| Panel label | Blender (panel section, not a single property) |
| Storage | GraphBlender Folder of Configuration children with Time/Transparency/Color attributes |
| Available on | Beam |
Light-specific
Section titled “Light-specific”Falloff distance graph — how far the light reaches at each moment of its life.
| Field | Value |
|---|---|
| Panel label | Range |
| Data attribute | PLRange |
| Type | NumberSequence |
| Default | 8 |
| Available on | PointLight |
Shadows
Section titled “Shadows”Whether the emitted light casts shadows. Costly per light at runtime; defaults off.
| Field | Value |
|---|---|
| Panel label | Shadows |
| Data attribute | Shadows |
| Type | boolean |
| Default | false |
| Available on | PointLight |
Trail-specific
Section titled “Trail-specific”Width Scale
Section titled “Width Scale”Width multiplier graph along the trail’s age. The Trail’s native WidthScale NumberSequence. Replaces the Beam-style Width0/Width1 model — Trails have a single width axis.
| Field | Value |
|---|---|
| Panel label | WidthScale |
| Data attribute | WidthScale |
| Type | NumberSequence |
| Default | 1 |
| Available on | Trail |
Min Length / Max Length
Section titled “Min Length / Max Length”Filters: trails shorter than MinLength aren’t drawn; trails longer than MaxLength are clipped.
| Field | Value |
|---|---|
| Panel label | MinLength / MaxLength |
| Data attributes | MinLength, MaxLength |
| Type | number each |
| Default | 0.1 / 0 (no max) |
| Available on | Trail |
TrailEmitter-specific
Section titled “TrailEmitter-specific”TrailEmitter is the clone-per-emission variant of Trail (added in v38). It shares the regular Trail attribute names but most are NumberSequence graphs over each particle’s life instead of single static values. See the TrailEmitter chapter for the full surface.
TrailLife
Section titled “TrailLife”How long each emitted Trail’s segments live before fading out. Distinct from Lifetime (which governs the emitting particle’s own existence).
| Field | Value |
|---|---|
| Panel label | TrailLife |
| Data attribute | TrailLife |
| Type | NumberRange |
| Default | 2 |
| Available on | TrailEmitter |
Brightness (TrailEmitter)
Section titled “Brightness (TrailEmitter)”Animated brightness multiplier over each emitted Trail’s life. Same Brightness attribute key as plain Trail, but on TrailEmitter it’s a NumberSequence graph instead of a single number.
| Field | Value |
|---|---|
| Panel label | Brightness |
| Data attribute | Brightness |
| Type | NumberSequence |
| Default | 1 |
| Available on | TrailEmitter |
LightEmission / LightInfluence / MinLength / MaxLength / TextureLength (TrailEmitter)
Section titled “LightEmission / LightInfluence / MinLength / MaxLength / TextureLength (TrailEmitter)”The Trail-native single-number versions of these properties are upgraded to NumberSequence graphs on TrailEmitter — animated per frame across each emitted particle’s life.
| Field | Value |
|---|---|
| Data attributes | LightEmission, LightInfluence, MinLength, MaxLength, TextureLength |
| Type | NumberSequence (each) |
| Defaults | 0, 1, 0.1, 0, 1 |
| Available on | TrailEmitter |
Width / Color / Transparency (GraphBlender)
Section titled “Width / Color / Transparency (GraphBlender)”Width, Color, and Transparency aren’t single graphs on TrailEmitter — they live in a GraphBlender folder of multi-state Configuration children, the same model as Beam. See Beam → GraphBlender and GraphBlender Math.
Flipbook (TrailEmitter)
Section titled “Flipbook (TrailEmitter)”TrailEmitter has its own flipbook attribute namespace, parallel to FlipbookMode / BeamFlipbookMode / ImgFlipbookMode.
| Field | Value |
|---|---|
| Data attributes | TrailFlipbookMode, TrailFlipbookFramerate, TrailFlipbookStartRandom, TrailFlipbookReverse |
| Type | enum / NumberRange / boolean / boolean |
| Defaults | OneShot / 30 / false / false |
| Available on | TrailEmitter |
Screen-space (Blur / Bloom / ColorCorrection / Atmosphere)
Section titled “Screen-space (Blur / Bloom / ColorCorrection / Atmosphere)”These types animate post-processing effects rather than spawn discrete particles. They follow the same Mode/Lifetime/Rate machinery as the other types but their visual properties are the post-process effect’s own properties.
Blur Size
Section titled “Blur Size”| Field | Value |
|---|---|
| Panel label | Size |
| Data attribute | BlurSize |
| Type | NumberSequence |
| Default | 10 |
| Available on | Blur |
Bloom Intensity / Size / Threshold
Section titled “Bloom Intensity / Size / Threshold”| Field | Value |
|---|---|
| Panel labels | Intensity / Size / Threshold |
| Data attributes | BloomIntensity / BloomSize / BloomThreshold |
| Type | NumberSequence each |
| Defaults | 0.4 / 24 / 0.95 |
| Available on | Bloom |
Color Correction graphs
Section titled “Color Correction graphs”Brightness / Contrast / Saturation are signed NumberSequences in the −1 to 1 range. TintColor is a ColorSequence.
| Field | Value |
|---|---|
| Panel labels | Brightness / Contrast / Saturation / TintColor |
| Data attributes | CCBrightness / CCContrast / CCSaturation / CCTintColor |
| Type | three NumberSequence + one ColorSequence |
| Defaults | 0 / 0 / 0 / white |
| Available on | ColorCorrection |
Atmosphere graphs
Section titled “Atmosphere graphs”Six animatable properties on the global Atmosphere. Density / Offset / Glare / Haze are NumberSequence; Color / Decay are ColorSequence. Atmosphere defaults to Animate mode at Transform (the dropdown is editable, but Animate is the only mode Roblox can render predictably) — see the Atmosphere chapter for why.
| Field | Value |
|---|---|
| Panel labels | Density / Offset / Glare / Haze / Color / Decay |
| Data attributes | AtmDensity / AtmOffset / AtmGlare / AtmHaze / AtmColor / AtmDecay |
| Type | four NumberSequence + two ColorSequence |
| Defaults | 0.3 / 0.25 / 0 / 0 / light gray / bluish-gray |
| Available on | Atmosphere |
ImageLabel-specific
Section titled “ImageLabel-specific”The Roblox asset id used as the visible texture. Empty string by default, so a fresh ImageLabel emitter renders nothing until you set an Image.
| Field | Value |
|---|---|
| Panel label | Image |
| Data attribute | Image |
| Type | string |
| Default | "" |
| Available on | ImageLabel |
ImageColor3
Section titled “ImageColor3”ColorSequence graph multiplying the texture’s RGB over each particle’s life.
| Field | Value |
|---|---|
| Panel label | ImageColor |
| Data attribute | ImageColor3 |
| Type | ColorSequence |
| Default | white |
| Available on | ImageLabel |
ImageTransparency / BackgroundTransparency
Section titled “ImageTransparency / BackgroundTransparency”Per-particle opacity graphs for the image and the background fill respectively. Default backgrounds are fully transparent (1).
| Field | Value |
|---|---|
| Panel labels | Transparency / BG Transparency |
| Data attributes | ImageTransparency / BackgroundTransparency |
| Type | two NumberSequence |
| Defaults | 0 / 1 |
| Available on | ImageLabel |
BackgroundColor3
Section titled “BackgroundColor3”ColorSequence for the background fill (visible only when BackgroundTransparency < 1).
| Field | Value |
|---|---|
| Panel label | BG Color |
| Data attribute | BackgroundColor3 |
| Type | ColorSequence |
| Default | white |
| Available on | ImageLabel |
Position
Section titled “Position”UDim2 spawn position. Default (0.5, 0, 0.5, 0) = centre of parent. Particles offset their Offset component as motion accumulates; Scale stays constant.
| Field | Value |
|---|---|
| Panel label | Position |
| Data attribute | Position |
| Type | UDim2 |
| Default | centre of parent |
| Available on | ImageLabel |
SizeScale (X / Y)
Section titled “SizeScale (X / Y)”Two independent NumberSequence graphs that multiply the base Size each frame. Per-axis squash/stretch.
| Field | Value |
|---|---|
| Panel label | SizeScale (axis-grouped) |
| Data attributes | SizeScaleX, SizeScaleY |
| Type | two NumberSequence |
| Default | 1 each |
| Available on | ImageLabel |
Anchor Point
Section titled “Anchor Point”Where on the particle the Position anchors. (0.5, 0.5) = centre.
| Field | Value |
|---|---|
| Panel label | AnchorPoint |
| Data attribute | AnchorPoint |
| Type | Vector2 |
| Default | (0.5, 0.5) |
| Available on | ImageLabel |
Z-Index (ImageLabel)
Section titled “Z-Index (ImageLabel)”Draw order within the parent ScreenGui. Higher values render in front.
| Field | Value |
|---|---|
| Panel label | ZIndex |
| Data attribute | ZIndex |
| Type | number |
| Default | 1 |
| Available on | ImageLabel |
Scale Type
Section titled “Scale Type”How the Image fits inside the particle’s Size. Stretch / Slice / Tile / Fit / Crop — same as Roblox’s Enum.ScaleType.
| Field | Value |
|---|---|
| Panel label | ScaleType |
| Data attribute | ScaleType |
| Type | enum (Enum.ScaleType) |
| Default | Stretch |
| Available on | ImageLabel |
Resample Mode
Section titled “Resample Mode”Texture filtering — Default smooths between pixels, Pixelated uses nearest-neighbour for crisp pixel art.
| Field | Value |
|---|---|
| Panel label | ResampleMode |
| Data attribute | ResampleMode |
| Type | enum (Enum.ResamplerMode) |
| Default | Default |
| Available on | ImageLabel |
Model-specific
Section titled “Model-specific”Uniform scale multiplier graph applied to the cloned Model and all descendants each frame.
| Field | Value |
|---|---|
| Panel label | Scale |
| Data attribute | Scale |
| Type | NumberSequence |
| Default | 1 |
| Available on | Model |
Highlight-specific
Section titled “Highlight-specific”The Highlight emitter renders a Roblox Highlight outline + fill effect on a target instance. Five properties drive the appearance; the rest of the emitter surface is timing/spawning.
Fill Color
Section titled “Fill Color”Tint of the fill overlay, animated over each particle’s life. Sampled per frame and written to the emitted Highlight.FillColor.
| Field | Value |
|---|---|
| Panel label | Fill Color |
| Data attribute | HLFillColor |
| Type | ColorSequence |
| Default | white |
| Available on | Highlight |
Fill Transparency
Section titled “Fill Transparency”Opacity of the fill, animated over each particle’s life. 0 is fully opaque, 1 is invisible.
| Field | Value |
|---|---|
| Panel label | Fill Transparency |
| Data attribute | HLFillTransparency |
| Type | NumberSequence |
| Default | 0 |
| Available on | Highlight |
Outline Color
Section titled “Outline Color”Tint of the outline stroke. Independent of Fill Color — outline and fill animate separately.
| Field | Value |
|---|---|
| Panel label | Outline Color |
| Data attribute | HLOutlineColor |
| Type | ColorSequence |
| Default | white |
| Available on | Highlight |
Outline Transparency
Section titled “Outline Transparency”Opacity of the outline stroke. Independent of Fill Transparency.
| Field | Value |
|---|---|
| Panel label | Outline Transparency |
| Data attribute | HLOutlineTransparency |
| Type | NumberSequence |
| Default | 0 |
| Available on | Highlight |
Depth Mode
Section titled “Depth Mode”How the highlight composes with the scene’s depth buffer. AlwaysOnTop draws through walls (UI-style highlights, quest markers); Occluded respects depth (environmental auras that should hide behind walls).
| Field | Value |
|---|---|
| Panel label | Depth Mode |
| Data attribute | HLDepthMode |
| Type | enum (AlwaysOnTop / Occluded) |
| Default | AlwaysOnTop |
| Available on | Highlight |
Adornee
Section titled “Adornee”The BasePart or Model the Highlight wraps. If unset, the plugin falls back to the source Highlight’s .Parent at emit time.
| Field | Value |
|---|---|
| Panel label | Adornee |
| Data attribute | Adornee (ObjectValue) |
| Type | Instance |
| Default | (falls back to source’s parent) |
| Available on | Highlight |
Flipbook
Section titled “Flipbook”Frame-by-frame animation system. Workspace types (Part / Beam) and ImageLabel both have flipbooks but with slightly different vocabularies.
Flipbook Mode
Section titled “Flipbook Mode”How frames advance. Workspace types (Part / Beam) expose OneShot / Loop in the dropdown, default OneShot. ImageLabel exposes Loop / OneShot / PingPong / Random with Loop as the default. Random picks a fresh random frame at each 1 / FlipbookFramerate interval, per particle — every particle’s stored frame advances independently.
| Field | Value |
|---|---|
| Panel label | Mode |
| Data attribute | FlipbookMode (Beam: BeamFlipbookMode, ImageLabel: ImgFlipbookMode) |
| Type | enum (Enum.ParticleFlipbookMode) |
| Default | OneShot (ImageLabel: Loop) |
| Available on | Part, Beam, ImageLabel |
Flipbook Source (ImageLabel)
Section titled “Flipbook Source (ImageLabel)”ImageLabel-only enum: Decals (numbered child Decals folder) or Spritesheet (single Image divided into a grid).
| Field | Value |
|---|---|
| Panel label | Source |
| Data attribute | ImgFlipbookSource |
| Type | string (Decals / Spritesheet) |
| Default | Decals |
| Available on | ImageLabel |
Flipbook Framerate
Section titled “Flipbook Framerate”Frames per second. Range on workspace types (random pick per particle); single number on ImageLabel.
| Field | Value |
|---|---|
| Panel label | Framerate |
| Data attribute | FlipbookFramerate (Beam: BeamFlipbookFramerate, ImageLabel: ImgFlipbookFramerate) |
| Type | NumberRange |
| Default | 30 (ImageLabel: 10) |
| Available on | Part, Beam, ImageLabel |
Flipbook Start Random
Section titled “Flipbook Start Random”When on, each particle starts at a random frame of the cycle instead of frame 0.
| Field | Value |
|---|---|
| Panel label | StartRandom |
| Data attribute | FlipbookStartRandom (Beam / ImageLabel: prefixed) |
| Type | boolean |
| Default | false |
| Available on | Part, Beam, ImageLabel |
Flipbook Reverse
Section titled “Flipbook Reverse”Plays the cycle backwards. Composes with PingPong on ImageLabel.
| Field | Value |
|---|---|
| Panel label | Reverse |
| Data attribute | FlipbookReverse (Beam / ImageLabel: prefixed) |
| Type | boolean |
| Default | false |
| Available on | Part, Beam, ImageLabel |
Grid (ImageLabel spritesheet only)
Section titled “Grid (ImageLabel spritesheet only)”Spritesheet column / row counts. Only meaningful when Source = Spritesheet. Total frames = GridCols × GridRows.
| Field | Value |
|---|---|
| Panel label | Grid |
| Data attributes | GridCols, GridRows |
| Type | two number |
| Default | (8, 8) — 64-frame 8×8 sheet |
| Available on | ImageLabel |
Shape (Part-specific)
Section titled “Shape (Part-specific)”The Part type’s emission-volume controls. Only active when the Use shape toggle is on.
Use shape
Section titled “Use shape”Master toggle for the entire Shape system. Off = particles spawn at the Part’s origin; the rest of the Shape section is inert. On = the shape primitive, direction, hollow factor, and look-at-initially controls all activate.
| Field | Value |
|---|---|
| Panel label | Use shape |
| Data attribute | UseShape |
| Type | boolean |
| Default | false |
| Available on | Part |
Primitive particles spawn from.
| Field | Value |
|---|---|
| Panel label | Shape |
| Data attribute | Shape |
| Type | enum (Enum.ParticleEmitterShape) |
| Default | Box |
| Available on | Part |
Direction
Section titled “Direction”Whether each particle launches outward from the shape’s centre, inward toward it, or randomly one of the two.
| Field | Value |
|---|---|
| Panel label | Direction |
| Data attribute | ShapeInOut |
| Type | enum (Enum.ParticleEmitterShapeInOut) |
| Default | Outward |
| Available on | Part |
Hollow
Section titled “Hollow”How “hollow” the emission region is. 0 = fully solid (particles can spawn anywhere inside the shape), 1 = pure shell (particles only on the boundary). Continuous between — 0.7 produces a hollow region with depth, 0.3 produces a near-solid centre with a thin outer shell.
| Field | Value |
|---|---|
| Panel label | Hollow |
| Data attribute | ShapePartial |
| Type | number (0–1) |
| Default | 0 |
| Available on | Part |
Look at initially
Section titled “Look at initially”When on, each spawned particle’s initial rotation faces the shape’s outward direction at its spawn point. Useful for explosion-style effects where every chunk should radiate from the centre rather than face a uniform direction.
| Field | Value |
|---|---|
| Panel label | Look at initially |
| Data attribute | LookAtInitially |
| Type | boolean |
| Default | false |
| Available on | Part |
Advanced
Section titled “Advanced”Properties that affect how the engine schedules and runs the emission, rather than what particles look like.
Anim. Steps
Section titled “Anim. Steps”Pre-sample resolution for the graphs. Higher = smoother animation at slightly more memory cost. Most authors leave it at the default.
| Field | Value |
|---|---|
| Panel label | Anim. Steps |
| Data attribute | TotalKeyFrames |
| Type | number |
| Default | 100 |
| Available on | All except Trail |
Linger
Section titled “Linger”Seconds the emitted clone lingers after its Lifetime ends, before being destroyed. Useful for “fading out” geometry that takes a moment to dissolve.
| Field | Value |
|---|---|
| Panel label | Linger |
| Data attribute | PartLife |
| Type | number |
| Default | 0 |
| Available on | Part, Attachment, Model, PointLight, ImageLabel, Blur, Bloom, ColorCorrection, Atmosphere (not Beam or Trail) |
Emit Into
Section titled “Emit Into”Override where emitted clones parent. Default is the source’s parent (or Lighting for Atmosphere, a managed ScreenGui for ImageLabel). Pointing this at your own container lets you control z-ordering, lifetime ownership, etc. The Properties panel exposes this as an instance picker — click the Emit Into row, pick a target instance from your scene, done. The picker repopulates after Transform so freshly transformed items inherit any ambient default you’ve set.
| Field | Value |
|---|---|
| Panel label | Emit Into |
| Data attribute | EmitParent (ObjectValue) |
| Type | Instance |
| Default | nil |
| Available on | All except Trail |
Preload Texture
Section titled “Preload Texture”Force-loads the asset before emission begins so the first particles don’t render texture-less while the asset streams in. See Texture Pinning for the full story.
| Field | Value |
|---|---|
| Panel label | Preload Texture |
| Data attribute | PreloadTexture |
| Type | boolean |
| Default | false |
| Available on | Part, Beam, Trail, ImageLabel (any type with a Texture / Image asset reference) |
Link Dir.
Section titled “Link Dir.”Instance pointer — the target whose CFrame the emitter will follow.
| Field | Value |
|---|---|
| Panel label | Link Dir. |
| Data attribute | Link (ObjectValue) |
| Type | Instance |
| Default | nil |
| Available on | All except Trail |
What kind of thing the linker tracks. None = no linking; Camera = always tracks workspace.CurrentCamera; Object = tracks whatever Link Dir. points at.
| Field | Value |
|---|---|
| Panel label | Link |
| Data attribute | LinkSource |
| Type | enum (None / Camera / Object) |
| Default | None |
| Available on | All except Trail |
Link Mode
Section titled “Link Mode”How the linked transform composes into emission. Four modes: Weld (full link CFrame inherited each frame), Follow (position only — no rotation at any point), Pivot (rotation baked at spawn, then position-only thereafter), WeldWithoutRotation (position offset rotates around the link but the mesh’s own rotation stays independent).
| Field | Value |
|---|---|
| Panel label | Link Mode |
| Data attribute | LinkMode |
| Type | enum (Weld / Follow / Pivot / WeldWithoutRotation) |
| Default | Weld |
| Available on | All except Trail |
Full coverage: Linking.
What’s not in this reference
Section titled “What’s not in this reference”Internal flags and one-off bookkeeping attributes (Transformed, Qwinkle, IsEmitter) are stamped at Transform time but aren’t user-facing. Skipping them.
The Beam GraphBlender isn’t a single property — it’s a panel section that holds an arbitrary number of state Configurations. See GraphBlender Math for how it works internally.
For each property’s full prose treatment, follow the cross-links into the Particiliary chapters — those go deeper on edge cases, common patterns, and gotchas.