Particles

A particle cloud is thousands of small points moving together: drifting dust, sparks, snow, confetti, a field of stars, a grid of dots. One cloud can hold up to 10,000 particles and still play smoothly.

Particle clouds in four fields: Orb, Ring, Lattice and Sheet

Add a cloud

  1. In the dock, click Particles. The button lights up.
  2. Click on the canvas for a cloud of the default size, or drag to size it: the drag sets how far the cloud spreads.

Press and hold Particles for two still fields of dots, ready for backgrounds and data looks:

  • Dot grid: a flat, even grid of dots in the frame's proportions.
  • Matrix: a cube of dots, 7 on each side.
A Dot grid, flat and even; and a Matrix, a cube of dots seen at an angle

How they move

Behavior, in the Particle Field section, sets the motion:

Five clouds moving five ways: Drift, Flutter, Sparks, Orbit and Twinkle
BehaviorWhat the particles do
DriftFloat slowly upward, wrapping round to the bottom (or downward with a negative Drift)
FlutterSway in every direction, like dust in a sunbeam
SparksFly out from the middle, fade, and start again
OrbitTurn slowly round the cloud's middle, about once every ten seconds
TwinkleBlink on and off
SmokeRise, curl, grow and thin out
SplashBurst out in arcs at the Impact time, then fall

Drift, Gravity and Viscosity add to every behavior except Smoke and Splash.

Where they sit

Field sets the cloud's shape: Orb (a ball), Ring (like a planet's), Lattice (a cube) or Sheet (a flat grid). Chaos decides how neat it is: at 1 the particles scatter freely through the shape; at 0 they sit on an exact grid.

The Particle Field section: Field, Data, Behavior, Impact, Spread, Chaos, Drift, Gravity and Viscosity
SettingWhat it does
SpreadHow far the cloud reaches, in scene units
ChaosFrom an exact grid (0) to fully scattered (1)
DriftUpward speed; negative falls
GravityA pull downward
ViscosityThickens the air, slowing the motion
DataPlaces one particle per row of a spreadsheet. See Charts and data.

Tip

Animate Chaos from 1 to 0 and a scattered cloud gathers into its neat grid. To gather particles into a logo or drawing instead, see Particles that form shapes.

How they look

The Particles section sets each particle's look.

The Particles section: Shape, Color, Count, Opacity, Seed, Size, Size variation, Opacity variation, Fade and Glow
SettingWhat it does
ShapeCircle, Square, Soft (blurred), Spark (a four-point star), Stamp (a picture) or Mesh (a 3D shape)
ColorThe particles' color. + Color adds up to four, and Spread mixes them: Scatter, Blocks or Ramp
CountHow many, up to 10,000
OpacityHow see-through
SeedA different random arrangement of the same cloud
SizeEach particle's width; Size variation mixes big and small
Opacity variationMixes bright and faint
FadeEach particle fades in and out on its own rhythm, so the cloud shimmers
GlowA soft halo round each particle
Particles up close in each shape: Square, Circle, Soft and Spark

Most of these have a diamond, so you can animate them: a cloud that grows, brightens, or thins out over time.

Note

Particles add light to what's behind them, so dark colors look dim. For dark dots on a light background, turn on Ink in the Form panel that opens with the cloud. Any blend mode other than Normal also makes them cover what's behind.

Stamps and 3D shapes

A particle can be a picture or a real 3D object.

A cloud of little sparkle icons; a cloud of glossy cubes; and a cloud of tumbling coins

Stamp makes every particle a picture:

  • Choose stamp… uses an image file: PNG, SVG, WebP or JPEG, up to 400 KB.
  • From layer uses a layer in your scene: a shape, text, group, model or icon. It's pictured once, as it looks at the playhead, so later changes to the layer don't carry over.
  • Stamp colors keeps the picture's own colors; off, the particles wear the cloud's colors.

Mesh makes every particle a 3D shape that catches the light: cubes, cards, spheres, cylinders, cones, rings, sheets of paper, coins, pills, people, or From layer. Material, Spin (each one tumbling) and Shadows set how they look.

The pointer field

In the Behaviors section, Pointer field pushes the particles away from the viewer's pointer in Preview mode and in embeds. Radius sets how far it reaches; a negative Strength pulls them in instead. Exports don't show it.

Formulas

Formulas, at the bottom of Particle Field, set each particle's Size, Opacity, Color or offset from a little math expression, using names like index, time, x and y, and functions like sin and noise. For example, 0.5 + 0.5 * sin(time + index) in Opacity makes the particles pulse one after another. The fields show what each one expects as you hover them.