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Quick Start

  • Rez the particle station on the ground
  • Play with the controls until you like the effect
  • Touch ? for a menu, then ShowScript to get the script particle command. You will get something like this:
    	llParticleSystem([PSYS_PART_FLAGS, 259,
    	  PSYS_PART_MAX_AGE, 5.0,
    	  PSYS_PART_START_COLOR, <1.0,1.0,1.0>,
    	  PSYS_PART_END_COLOR, <1.0,1.0,1.0>,
    	  PSYS_SRC_BURST_RATE, 3.31,
    	  PSYS_SRC_ACCEL, <0.0,0.0,0.20>,
    	  PSYS_SRC_ANGLE_END, 0.0,
    	  PSYS_SRC_OMEGA, <0.0,0.0,0.0>,
    	  PSYS_SRC_MAX_AGE, -1.0,
    	  PSYS_SRC_TEXTURE, "5cc17eb8-e9ad-f9d9-18eb-573cb79b81d3",
    	  PSYS_PART_END_ALPHA, 1.0,
    	  PSYS_PART_END_GLOW, 0.00    ]);

    How to test the script

    • Create a new prim on the ground
    • Look in its contents. Create a new script
    • Edit the script, delete all of the text
    • Paste in the script from the particle lab and save.
    • Your new prim should be emitting the same particle stream as the lab

    Hover Tips

    A hover tip is the little window the pops up under your mouse when you hover over an object. It can be a real pain when trying to click buttons on in-world rezzed objects like the Particle Lab, as well as anything else in-world. It is possible to turn hover tips OFF.

    Preferences -> User Interface -> Uncheck "Show Hover Tips"

    Appearance Controls

    Many of the appearance properties are controlled by a 3-panel control button.
    • There is a center panel which can be clicked anywhere along its length. It gives less - or - more of the effect depending on where you click it.
    • The left hand button sets the property to a minimum value
    • The right hand button sets the property to its maximum value
    Some of the 3 panel control buttons have 2 ranges.
    • Note the horizontal line across the center panel.
    • The top half of the button gives you full range control, min to max.
    • The bottom half of the button gives you a finer degree of control in the lower portion of the range. This is useful for some parameters where you may want a "little" of the effect and its hard to select with the full range controller.


    Click the [?]. Get a menu.
    Texture Set the particle texture. Enter the UUID of the texture on a chat command line on channel 889900. The easiest way to get the UUID (key) of a texture is to find it in inventory, right click it, and COPY ASSET UUID. Your command in open chat will look something like this:

    /889900 texutre_uuid
    Show Script Shows the llParticleSystem script command that generates the current effects. You can paste this into your own script in your own object.
    Default Resets the lab to the default particle effect.
    Verbose Toggles Verbose mode ON and OFF. When ON the Partcle Lab becomes "chatty" telling you the value of every control adjustment as you make it.
    Library Directs you to a web page where you can retrieve saved settings. More details on particle libraries are here: Particle Lab Libraries


    This web page is not intended to be a tutorial on particle generation. Full instuctions on particle generation can be found in the LSL wikki. Each of the buttons controls a parameter of the particle generator, a short description of each functions follows here...
    ON OFF Turn the particle generator ON and OFF
    RATE How often to generate particles. Lower numbers generate particles more often. A value of zero makes the particle generate as often as the viewer can show them.
    AGE How long do particles stay on the screen. Bigger numbers = longer
    COUNT When particles are generated, how many are generated at once?
    RADIUS How far away from the prim do the particles initially appear?
    DURATION How long should the generator make particles? Bigger numbers = longer. Max = 30 sec. A value of zero generates particles forever.
    Minimum and maximum "flight" speed of the particles
    Begin and end "transparency" of particles. Zero = invisible. Max = completelyt solid
    Controls the range of angles at which particles are generated. Works with ANGLE and ANGLECONE modes
    PUSH X, Y, Z Applies an amount of force to the particles in different directions. BiDirectional. The [0] buttons disable push.
    SPIN X, Y Z Applies an amount of spin to the particle patter in various axes. BiDirectional. The effects can be seen most easily with ANGLE or ANGLECONE. choose a STARTANGLE and ENDANGLE that directs particles off in some direction (not full spherical 360) then apply some spin. The [0] buttons disable spin.
    Controls the begin and end size of the particles. This is a 2 dimensional control. Clicking various places in the box selects different height and width particle sizes.

    The = button, when lit green, forces the begin and end size of particles to be the same.

    The "square" button, when lit green, forces the width and height of the particles to be the same.

    Color Selector Choose begin and ending color of the particles. Choose a color by clicking in the main panel of the control. Choose light/dark with the thin verical bar on the left. Switch between START and END colors with the circular arrow button.
    EXPLODE Particles explod outward in all directions
    ANGLE Particles fly out at controlled angles. BeginAngle and EndAngle control the range where particles are created.
    ANGLE CONE Similar to ANGLE, but particles are generated in a "flat cone"
    DROP Creates particles with no initial velocity. PUSH is in effect.
    WIND Particle are affected by wind
    BOUNCE Particles "bounce". They will not sink below the height of the emitter prim
    BRIGHT Particles are "fullbright" as if the sun were shining full on them. This negates the effect of point (ambient) lighting
    RIBBON When set, particles are joined together into one continuous triangle strip
    FOLLOW SOURCE When set, particles move relative to the position of the emitter. Otherwise, particle position and movement are unaffected by the position/movement of the emitter.
    FOLLOW VEL When set, particles rotate to orient their "top" towards the direction of movement or emission. Otherwise, particles are oriented vertically as their textures would appear (top of texture at top, left at left).
    <-> Makes the emmitter prim move side to side so it is easier to see the effect of settings like FollowSource, FollowVel, Drop, etc