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scene particles
navigation: title: Scene Particles parent: index.md position: 159 categories:
- scenes
GuideNH now supports two particle authoring paths:
- Static scene particles through
<Particle>inside<GameScene> - Static scene weather through
<Weather>inside<GameScene> - Runtime Ponder particles through the
particlesarray inImportPonderJSON
<Particle> renders a stationary particle at a fixed world-space position. When name is omitted,
it uses the default billboard particle.
| Attribute | Default | Description |
|---|---|---|
name |
billboard |
Particle appearance. Supported values: billboard, smoke, largesmoke, explode, flash, largeexplode, hugeexplosion. particle, quad, and sheet are accepted aliases for billboard. |
x, y, z
|
0.5, 0.5, 0.5
|
Particle origin in world space |
size |
0.18 |
Particle half-size in block units |
<GameScene width="192" height="128" zoom={5} interactive={false}>
<Block id="minecraft:furnace" x="1" />
<Particle x="1.5" y="1.85" z="0.5" size="0.22" />
<Particle name="smoke" x="1.5" y="1.35" z="0.5" size="0.18" />
</GameScene><Weather> renders animated rain or snow directly in the scene. It is a separate scene component,
not a particle billboard. Scene weather loops continuously during normal rendering, uses the same
precipitation geometry path as timeline weather, and does not support timeline pause or scrubbing.
| Attribute | Default | Description |
|---|---|---|
weather / type
|
rain |
Weather kind. Supported values: rain, snow. |
x, z
|
scene bounds | Covered precipitation columns. Scalars target one column. Arrays use endpoint pairs for rectangles. |
density |
type-specific | Coverage density. Larger values keep more columns active. |
<GameScene width="224" height="128" zoom={5} interactive={false}>
<Block id="minecraft:grass" />
<Block id="minecraft:stone" x="1" />
<Block id="minecraft:stone" x="2" />
<Weather weather="rain" x="0 1" z="0 0" density="10" />
<Weather weather="snow" x="2 2" z="0 0" density="7" />
</GameScene>Weather tag notes:
-
<Weather>ignoresy; vertical span is derived from the scene bounds and from precipitation-blocking blocks. - If one axis has extra unmatched endpoint values, the unmatched tail is ignored.
- Overlapping weather tags do not stack on the same
x/zcolumn. Earlier tags keep shared columns.
Ponder particles spawn only when the timeline advances forward into a keyframe. They are not replayed during reverse scrubbing, which keeps seek behaviour deterministic.
Generic particles:
"particles": [
{
"name": "smoke",
"x": 1.5,
"y": 1.85,
"z": 1.5,
"vx": 0.0,
"vy": 0.01,
"vz": 0.0,
"size": 0.18,
"time": 16,
"amount": 3
}
]Explosion preset:
"particles": [
{
"preset": "explosion",
"x": 1.5,
"y": 1.45,
"z": 1.5,
"time": 8,
"power": 2.4
}
]Weather preset:
"particles": [
{
"preset": "rain",
"weather": "snow",
"x": [0, 2],
"z": [0, 2],
"time": 100,
"amount": 8
}
]Indicator preset:
"particles": [
{
"preset": "indicator",
"color": "#6EDCFF",
"x": [1, 2],
"y": [1, 2],
"z": [0, 1],
"time": 16,
"amount": 6,
"size": 0.12
},
{
"preset": "redstone",
"x": 3,
"y": 1,
"z": 1
}
]| Field | Description |
|---|---|
preset |
Special preset. explosion reproduces a vanilla-style flash, smoke, and outward burst. rain enables the shared weather preset. indicator emits Create/Ponder-style block hint particles. redstone is a shortcut alias for indicator with the default red color. |
weather |
Used by preset: "rain". Supports rain and snow. |
color |
Used by preset: "indicator" / preset: "redstone". Accepts #RRGGBB, #RRGGBBAA, or 0xRRGGBB / 0xRRGGBBAA. Omitted color defaults to the Ponder-style red hint color. |
name |
Generic particle appearance. Supported values: billboard, smoke, largesmoke, explode, flash, largeexplode, hugeexplosion. |
particle / kind
|
Compatibility aliases for name. |
x, y, z
|
Generic particle origin in world space. For preset: "rain", only x/z are used as weather coverage. For preset: "indicator" / preset: "redstone", scalars target one block, while arrays or whitespace/comma-separated coordinate strings expand into block-coordinate sets on that axis. |
vx, vy, vz
|
Initial velocity. motionX/Y/Z are accepted aliases. |
time / lifetime
|
Particle lifetime in ticks. For preset: "rain" this is the full weather duration including the start/end transition. |
size |
Particle half-size in block units. |
amount |
Generic particle count. When omitted for explosion, it scales from power. For preset: "rain" it controls average density per tick. For preset: "indicator" / preset: "redstone" it is the number of hint particles emitted inside each targeted block. Indicator and redstone presets still default to 10 when omitted. |
power |
Explosion strength for the explosion preset. |
Weather preset notes:
-
preset: "rain"is the shared weather preset entry point. - Set
weather: "rain"for rainfall orweather: "snow"for snowfall. - Ponder weather is timeline-owned. It replays, pauses, seeks, and fast-forwards with the rest of the timeline.
- For always-on scene weather outside the timeline, use
<Weather>inside<GameScene>. - Weather presets ignore
y; vertical range is derived from the scene bounds. - Extra unmatched endpoint values on one axis are ignored.
- The runtime automatically adds a short fade-in, steady middle section, and fade-out.
- Rain adds quick drops and small ground splashes. Snow uses slower drifting flakes.
- The same
x/zcolumn will not stack multiple weather types at the same time.
Indicator preset notes:
-
preset: "indicator"emits a short colored hint burst inside each targeted block, similar to Create/Ponder redstone indicators. -
preset: "redstone"is justindicatorwith the default red color, so it is useful as a concise shorthand. - For
indicatorandredstone,x/y/zall support scalar coordinates, arrays, or whitespace/comma-separated coordinate lists. - The runtime expands the three axes independently, then emits particles for every
x * y * zblock combination in the resulting volume/set.