Particles are thousands of moving points that together become dust in a sunbeam, sparks from a grinder, sand on a vibrating plate, rain at night or a fireworks show. In 3DRise each particle object is a small simulation: the particles follow the physics of what they show, so their motion looks right without any keyframes, and each object gives the cursor a role of its own.
What's in the family
- Chladni Sand and Faraday Powder: sand and glowing powder on an invisible vibrating plate. The sand gathers on the lines of the plate that don't move, drawing figures that form and re-form; the powder heaps up in swirls where the plate moves most.
- Sunbeam Dust: dust drifting in window light, with shadow lines from the window frame, glints, and soft out-of-focus discs.
- Sea Sparkle: glowing plankton that flash when the water is stirred, tire, and recover.
- Grinder Sparks, Neon Rain and Fireworks: sparks that cool from white-hot to red and bounce off the floor, rain drops lit like tiny lenses with splash crowns, and a fireworks show with 20 shell types and text written in the sky.
- Shape Burst, Shape Flow and Magnetic Bottle: particles that burst out and land on a shape, stream around it like air in a wind tunnel, or spiral over it. The shape is yours to pick: sphere, torus, box, cone, capsule and more.
- Quantum Orbitals and Tidal Stream: an electron cloud coloured by its quantum phase, and a galaxy tearing small satellite galaxies into streams of stars.
The cursor
Each particle object decides what the cursor physically is, with three modes plus Off. On the vibrating plates it is a Violin bow, a Finger or a Tap. In Sunbeam Dust it is a Hand, a Torch or a Charged rod. In Neon Rain it is an Umbrella, a Gust or a Headlight. In Fireworks it aims the shells, blows a gust through the show, or relights falling stars. Pointer Strength and Pointer Radius set how hard and how far, and the page shows it live.
Trails
Every particle object has a Trail Mode with three styles, named for what they look like in that object: a long-exposure streak, tails that follow each particle's path, and a fading afterglow. Trail Length, Trail Opacity, Trail Color and Trail Share (how many particles leave trails) tune them.
Shared settings
Intensity, Speed, Opacity, Size and Color come first on every object, then Particle Count. Most also have a Seed, for a different arrangement with the same character, and a Quality setting for slower devices.
Choosing particles
- Hero backgrounds and landing pages: Sunbeam Dust, Neon Rain, Sea Sparkle.
- Logo reveals and launches: Shape Burst, Fireworks.
- Science, sound and music: Chladni Sand, Faraday Powder, Quantum Orbitals.
- Industrial and product scenes: Grinder Sparks, Shape Flow.
- Space: Tidal Stream.
For visuals that sit around an object, like auras, smoke and lightning, see effects.