How To

Points Cloud Particle System

Points Cloud Particle System (PCS)

A PCS is a single updatable mesh with the the PointsCloud property of its material set to true. The point particles are simply the vertices of the mesh. As a mesh a PCS has most of the properties of a mesh, The exceptions are those related to its material which is already set and cannot be changed and also anything related to its vertex normals and indices as it does not have any set.

As a particle system the PCS provides some methods to manage the particles. However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.

Particles can be added to a PCS with a function or using an existing mesh as a model, where particles are randomly evenly distributed on either the surface of the model or inside the model.

The expected usage is:

  • First, create your PCS with new PointsCloudSystem().
  • Then, add particles in the PCS, using one of addPoints(number, function), addSurfacePoints(mesh, number, method) or addVolumePoints(mesh, number, method).
  • Redo the additions as many times as needed. Each addition creates a new group of particles identified by particle.groupID.
  • When done, build the PCS mesh with buildMeshAsync().
  • Changes to particle properties can be achieved with the initParticles() or updateParticle(particle) methods and a call to setParticles.
  • Particle animation can be accomplished by defining their individual behavior in updateParticle(particle) and calling setParticles() within the render loop.


The way the PCS is created using vertex points with a pre-applied material with PointsCloud set to true means that:

  1. Particles cannot be destroyed and particles off screen are still enabled;
  2. Transparency does not work on individual particles.

PCS Creation

To create an empty PCS requires three parameters; its name, the size for every particle and the scene, for example

var pcs= new BABYLON.PointsCloudSystem("pcs", 5, scene);

After creating the PCS there are a number of options for adding particles

Add Points

By default point particles are randomly added within a unit cube.


will add 10000 points.

You can use your own function as a second parameter to set particle properties such as position and color. This function must have this kind of signature:

var myFunc = function(particle, i, s) {
  // particle is the current particle, the i-th one in the PCS and the s-th one in its group

For example using i;

var myfunc = function(particle, i, s) {
        particle.position = new BABYLON.Vector3(0.5 + 0.25 * Math.random(), i / 5000, 0.25 * Math.random());
        particle.color = new BABYLON.Color4(Math.random(), Math.random(), Math.random(), Math.random() )
    pcs.addPoints(10000, myfunc);
    pcs.addPoints(10000, myfunc);

will produce a tall block of points whose heights cover the full range of 20000 points. Whereas using s,

var myfunc = function(particle, i, s) {
        particle.position = new BABYLON.Vector3(0.5 + 0.25 * Math.random(), s / 5000, 0.25 * Math.random());
        particle.color = new BABYLON.Color4(Math.random(), Math.random(), Math.random(), Math.random() )
    pcs.addPoints(10000, myfunc);
    pcs.addPoints(10000, myfunc);

will produce a denser block of points whose heights only cover a range of 10000 points, as you can see in the picture below.

use of i or s

In addition the use of particle.groupId can have an effect on all particles within a group. For example

var myfunc = function(particle, i, s) {
        particle.position = new BABYLON.Vector3(particle.groupId * 0.5 + 0.25 * Math.random(), i / 5000, 0.25 * Math.random());
        particle.color = new BABYLON.Color4(Math.random(), Math.random(), Math.random(), Math.random() )
    pcs.addPoints(10000, myfunc);
    pcs.addPoints(10000, myfunc);

will displace the second group of points along the x axis.

use groupId

Add Surface / Volume Points

You are able to take a mesh such as this one as a model

and convert it to particle points on its surface or within its volume

The points are evenly randomly distributed based on the size of the individual triangular facets of the mesh model. The density of points is the same for all facets.

For both the surface and the volume the default is that the points are randomly colored. For example the following are equivalents for the two surface and two volume additions.

pcs.addSurfacePoints(model, 10000);
pcs.addSurfacePoints(model, 10000, BABYLON.PointColor.Random);

pcs.addVolumePoints(model, 10000);
pcs.addVolumePoints(model, 10000, BABYLON.PointColor.Random);

Note: additional calculations in addVolumePoint means that it takes longer than addSurfacePoints for the same number of points. For a large number of points this can be noticeable.

There are four available methods for coloring the points.

Method Effect
BABYLON.PointColor.Random Colors are assigned randomly to each point, default method .
BABYLON.PointColor.Stated This method requires two extra parameters, the base color to use, default white, plus a range from 0 to 1 to randomize both the shade and tone of the stated color. A value of 0, default, gives no variation and 1 the largest variation.
BABYLON.PointColor.Color When the model has a texture material applied the color of each point is determined by the texture color of a matching point on a facet. When the material used has color but no texture then the material color is used. When the model has no material applied random coloring is used.
BABYLON.PointColor.UV The model uv values for each facet corner are used to determine the uv values for the points. An emissive texture can be applied to the pcs.mesh.material to color the PCS mesh

For example:

pcs.addSurfacePoints(box, 1000, BABYLON.PointColor. Stated, new BABYLON.Color3(1, 0, 0), 0.5);
pcs.addVolumePoints(box, 10000, BABYLON.PointColor.Color);
pcs.addSurfacePoints(box, 100000, BABYLON.PointColor.UV);

Note: Using BABYLON.PointColor.UV can be limiting. Several models can be added to the PCS. These models may all have different textures. However only one emissive texture can be applied to a PCS mesh. In this case a separate PCS mesh is needed for each model. This is not a restriction when using BABYLON.PointColor.Color.

Imported Models and Multiple Textures In some cases (for example PBRMaterial) more than one texture can be applied to a model. In which case adding surface or volume points with BABYLON.PointColor.Color will, by default, use the first in the model's texture array. Though often it is, the first texture may not be the color map, for example it may be a normal map. To specify which texture to use its position in the texture array can be added as a second parameter.

pcs.addSurfacePoints(model, 10000, BABYLON.PointColor.Color, 1);

pcs.addVolumePoints(model, 10000, BABYLON.PointColor.Color, 3);

Of course when you import a model you may not know how many child meshes the model is made up off nor the order of textures for each mesh. Using the inspector you can check the loaded textures and see if their names give you a clue. If not then use trial and error from 0 to the number of textures. Alternatively you can check out meshes and textures once loaded along the lines of

BABYLON.SceneLoader.ImportMesh("", "location", "file", scene, function (meshes) {
  var n = meshes.length;
  var p;
  var t;
  for (var i = 0; i < n; i++) {
    if (meshes[i].material !== null) {
      console.log("Mesh", i)
      t = meshes[i].material.getActiveTextures();
      p = t.length;
      for (var j = 0; j < p; j++) {
        console.log("Texture", j, "Name", t[j].name)


Building the Mesh

The PCS mesh cannot be built until all relevant data is collected. Since this can involve ensuring that the material, applied to a model used in adding surface or volume points, is fully loaded, building the mesh is an asynchronous process.

For example when a mesh model is used in determining the points the model cannot be disposed of until the process of PCS construction is completed. This is achieved by, for example

pcs.addSurfacePoints(box, 10000, BABYLON.PointColor.Color);
pcs.addPoints(10000, myFunc);
pcs.buildMeshAsync().then(() => box.dispose());

If you never want the particle properties of your PCS to change, ie you want it to be immutable then you need do no more. Alternatively you can set the PCS as immutable on creation by setting the updatable option. (Currently updatable is the only item in the option list that is available but the option list is open for future expansions)

var pcs= new BABYLON.PointsCloudSystem("pcs", 5, scene, {updatable: false});

After making updatable false the following methods will no longer have any effect, initParticles(), updateParticle(particle) and setParticles().

Particle Management

Particle Properties

Once the PCS mesh is built, unless immutable, it can respond to changes in the properties of each particle. Existing properties are shown in the table below.

Property Type Default
position Vector3 (0, 0, 0)
rotation Vector3 (0, 0, 0)
rotationQuaternion Vector3 undefined
velocity Vector3 (0, 0, 0)
color Vector4 (1, 1, 1, 1)
pivot Vector3 (0, 0, 0)
uvs Vector2 (0,0)
translateFromPivot boolean false
parentId integer null
idx integer (read only) index of particle
groupId integer (read only) group number for a particle

If you set a particle rotation quaternion, its rotation property will then be ignored.

New properties can be initialised.

Note: Since point particles always face the camera setting the rotation of a particle only has any effect in two cases:

  1. The rotation of a particle parent will rotate its children about itself;
  2. A pivot is set for the particle.

Initialising Particles

Using addPoints particle properties can be set in the passed function. The addSurfacePoints and addVolumePoints methods obviously set the position and color properties of the particles but you may still want to set the initial values of other particle properties.

This can be done using initParticles. With this you must iterate over all the particles by using the nbParticles property and follow a call to this function with a call to setParticles. For example

pcs.initParticles = function() {
   for (var p = 0; p < pcs.nbParticles; p++) {
       pcs.particles[p].velocity = BABYLON.Vector3.Zero();
       pcs.particles[p].acceleration = pcs.particles[p].position.scale(0.01);

pcs.addSurfacePoints(model, 10000, BABYLON.PointColor.Color);
pcs.buildMeshAsync().then(() => {

Updating Particles

When any appropriate particle properties are initiated the the updateParticles method can be used. Unlike initParticles the function is called by setParticles and already passes a particle as an argument. The method setParticles will only execute after the PCS mesh has been built and so may safely be placed inside a render loop to produce an animation. For example

pcs.updateParticle = function(particle) {

scene.registerBeforeRender(() => {

Note: All particle positions are expressed in the local space of the PCS mesh.

The particle pivot vector is also in local space of the PCS mesh. By default rotations around a pivot are calculated by translating the particle to the pivot point, then rotating it and then the inverse translation applied. By setting the particle method translateFromPivot to true (default false) rotations will only be calculated using the initial translation followed by the rotation leaving the particle at the translated location.

In the following playground the particle pivots in the top PCS are set relative to the particle position and in the lower one are set in the same place.

In this playground the only difference is that the lower PCS has translateFromPivot set to true.

This playground animates the mesh not the particles.

This playground loads meshes from a file, converts to particles and animates


While setting and changing particle colors is straightforward doing this for UVs is a little more complex. Using BABYLON.PointColor.UV as a parameter within addSurfacepoints or addVolumePoints will set the UVs automatically for you based on the passed mesh.

You can also set the uv value for each particle using the passed function for addPoints. To make sense of the texture as the image used the uv values should relate in some way to the positional values for each particle. To then apply the texture with these uvs both the emissiveColor and emissiveTexture for the PCS mesh material must be set after the mesh is built.

Note: Only use emissive.

For example

var myfunc = function(particle) { 
    var x = Math.random();
    var y = Math.random();
    var z = 0;
    particle.position = new BABYLON.Vector3(x, y, z);
    //Relate uv values to positional values
    particle.uv.x = x;
    particle.uv.y = y; 
    pcs.addPoints(5000, myfunc);

    pcs.buildMeshAsync().then(() => {
      pcs.mesh.material.emissiveColor = new BABYLON.Color3(0, 0, 0);
      pcs.mesh.material.emissiveTexture = myTexture;

It is possible to use a texture atlas but you need to customize and calculate the more complex relationship between positional and uv values.

Recycling Particles

You can write your own code to recycle particles using recycleParticle which can be called from within updateParticle. For example,

pcs.recycleParticle = function(particle) {
    particle.position = BABYLON.Vector3.Zero();
    particle.velocity = BABYLON.Vector3.Zero();
    particle.heightLim = 4 + 0.5 * Math.random();

pcs.updateParticle = function(particle) {
    if (particle.position.y > particle.heightLim) {

Particle Parenting

Each particle can be given another particle as a parent.
The parent must be created before the child particle. This means the parent has to have a lower index Id (particle.idx) than the current particle. So the first particle in the pool (idx = 0) can't have a parent. To give a parent to a particle, just set its property parentId to the parent index Id value.

if (particle.idx > 0) {
    particle.parentId = particle.idx - 1; // the previous particle becomes the parent of the current one

To un-parent a particle, just set .parentId back to null which is the default value.

When a particle has got a parent, its position and rotation are then expressed in its parent local space.

if (particle.idx > 0) {
    particle.parentId = particle.idx - 1; // the previous particle becomes the parent of the current one
    // the particle position and rotation are expressed in the previous particle space, this one being already 
    // rotated and translated from the yet previous particle. Etc.
    particle.rotation.z = 0.01;
    particle.position.x = 1.0;

Particle Intersections

The PCS provides a simple way to deal with intersections between a particle and other meshes. As this feature consumes more memory and CPU do not include it unless necessary.

To use it call the method intersectsMesh(target) (target is a mesh) for any particle to check if this particle intersects the target.
It just will return true or false depending whether the particle intersects the target or not.

if (particle.intersectsMesh(anyMesh)) { 
  // change properties of particle

By default the check is carried out on the (AABB) bounding box of the mesh. When you wish to use the bounding sphere of the mesh add the parameter true.

if (particle.intersectsMesh(mesh, true) {
    // change properties of particle

PCS Management

As you can see above the setParticles() function is used in the BabylonJS render loop to provide behavior to the PCS.

Available custom functions of PCS are:

Function Usage
initParticles() sets the initial particle properties.
updateParticle(particle) sets the particle properties. This function is called per particle by PCS.setParticles()
recycleParticle(particle) re-sets the particle properties. This function is called conditionally per particle by PCS.updateParticles()
beforeUpdateParticles() lets you do things within the call to PCS.setParticles() just before iterating over all the particles.
afterUpdateParticles() lets you do things within the call to PCS.setParticles() just after the iteration over all the particles is done.

The pseudo-code for setParticles is

function setParticles() {
  for (var p = 0; p < nbParticles; p++) {

The particle properties that can be set are :

Available properties of PCS are

Property Usage Default
particles An array containing all the particles. You iterate over this array in initParticles() function for instance.
nbParticles The number of particles in the PCS.
counter A counter for your own usage 0
computeParticleRotation Allows ( default) or prevents setParticle computing particle.rotation true
computeParticleTexture Allows ( default) or prevents setParticle computing particle.uvs true
computeParticleColor Allows ( default) or prevents setParticle computing particle.color true
computeBoundingBox Allows or prevents (default) setParticle computing the PCS mesh bounding box false

The particle properties of color, uvs and rotation are set either during the addition phase or by using initParticles and then setParticles. Updating particle properties requires the use of updateParticle which is called by setParticles. Setting the compute properties to false prevents setParticles() from updating the value of the relevant particle property when it is called. Setting one or more of these to false can increase fps, especially with repeated call to setParticles within the render loop.

If you don't need your PCS any longer, you can dispose it to free the memory

PCS = null    // tells the garbage collector the reference can be also cleaned up

Start and End Indexes for setParticles()

For performance reasons you may not want to compute the properties of all the particles each frame. There are three optional parameters for setParticles() that you can use to choose a range of particles to compute or not : start, end, update

Parameter Definition Default
start (number) the index from where to start to iterate in the particles array 0
stop (number) the index (included) where to stop to iterate in the
particles array
nbParticles - 1
update (boolean) to force the PCS mesh vertex buffer to be updated true

If you pass a end value greater than nbParticles - 1, the iteration will stop at nbParticles - 1 to prevent you from trying to access to undefined elements.

Example 1 : to only update 10000 particles mesh every three frames

  • frame 1 : setParticles(0, 3300, false) computes everything for particles from 0 to 3300 and doesn't update the mesh.
  • frame 2 : setParticles(3301, 6600, false) computes everything for particles from 3301 to 6600 and doesn't update the mesh.
  • frame 3 : setParticles(6601, 9999, true) computes everything for particles from 6601 to 9999 and finally updates the mesh.

In this playground change invSpeed (line 29) to change speed.

Example 2 : you could keep, say, the first 5000 particles as unused ones and compute the particle behavior only for the last 5000 in your global pool - setParticles(5000, 9999, true) computes everything for particles from 5000 to 9999 and updates the mesh.

Hints and Tips

A PCS can iterate over a very large number of particles during a call to updateParticle and it would be nice to avoid any apparent pauses in scene generation. The JavaScript Garbage Collector can start its cleaning in the middle of what you want to be a very smooth animation and produce lags. One possibility of lessening these is avoid creating new objects in the loops that execute often, where particles are created or updated.

For example, consider a PCS with, say, 30000 particles where you change their velocities

pcs.updateParticle = function(particle) {
    var accel = new BABYLON.Vector3(0, 0.5, 0);
    particle.velocity = particle.velocity.add(accel);
    // ...

will create two new Vector3 objects each call, or 60 000 new objects over the course of the update.

Instead, make your update loops reuse variables that are declared outside the loop, and don't call any methods inside the loop that create new objects, for example

var accel = new BABYLON.Vector3(0, 0.5, 0);
pcs.updateParticle = function(particle) {
    // ...

A PCS also has a vars property, which is an object that you can use to store any variables you want to reuse. Any variables you store there will share the PCS lifecycle, and get cleaned up when you dispose it:

pcs.vars.tempVector = new BABYLON.Vector3(0, 0, 0);
// ...
pcs.dispose();  // cleans explicitly all your PCS.vars !

Further Reading

Basic - L1

Particles Overview

Particles 101

How to Create Animated Particles
How to Use Sub Emitters

Solid Particle System

Intermediate - L2

How to Customize the Particle System