Some things you do not want to draw one by one, and a thousand falling raindrops top that list. A particle emitter spits out streams of little copies, rain, snow, sparks, dust, embers, and animates them for you. Add one, shape its behaviour in the Particles panel, and even feed it your own artwork. Weather, without the tedium.
A particle system emits many small copies and animates them, so it is perfect for anything that comes in numbers: rainfall, drifting snow, a shower of sparks, floating dust motes, rising embers, or bubbles. Instead of drawing each one, you describe how they are born and how they move, and the studio produces the whole swarm. It is the right tool whenever a hand-animated version would mean hundreds of near-identical elements. It also fills empty air, adding atmosphere and depth to a scene that feels too still.
In the add-row bar, click Particles to drop an emitter into your scene. It arrives as its own layer, and by default it starts throwing out simple particles so you can see it working immediately. Position and size it like any other layer, since where the emitter sits and how big it is decides where your effect appears. A wide emitter across the top of the frame makes rain; a small one at a point makes a spark burst. Get its placement roughly right before you tune the behaviour.
With the emitter selected, open the Particles panel. It gathers every setting that shapes the swarm: Rate, Life, Direction, Spread, Speed, Gravity, Size, Fade, and Colour. Do not be daunted; you will only touch a handful for any given effect. We will walk through each in turn, then combine them into recipes for rain, snow, and sparks so you can see how the pieces fit.
Rate sets how many particles the emitter throws out over time, so it is your density control. A low rate gives a light sprinkle of dust or the occasional spark; a high rate gives a downpour or a thick blizzard. Push it too high and the effect turns to soup and slows things down, so raise it until the density looks right and then stop. Rate works hand in hand with Life, because how many are on screen at once depends on both how fast they are born and how long they last.
Life sets how long each particle survives before it disappears. A short life suits sparks that wink out fast; a long life suits snowflakes that must drift all the way down the frame. Life and Rate together determine how crowded the screen gets: a long life with a high rate piles up fast. If your rain vanishes before it reaches the ground, its life is too short; if particles linger and clutter, shorten it. It is the timer on every little copy.
Direction aims the particles, the heading they set off in, while Spread sets how much they fan out from that heading. Straight down with a narrow spread gives orderly rain; upward with a wide spread gives a bursting fountain of sparks. A small spread keeps the stream tight and directional; a large spread scatters particles in a cone or even a full circle for an explosion. Tune the two together: direction points the effect, spread decides whether it is a jet or a spray.
Speed sets how fast particles travel when born, and Gravity pulls them as they fly, which together give the effect its weight. High gravity yanks things down fast for heavy rain or falling debris; low or zero gravity lets dust and snow float almost weightlessly. A spark burst wants decent speed with a touch of gravity so the sparks shoot out then arc back down. Play these two off each other, because speed launches the particles and gravity decides how their path curves afterward.
Size scales each particle, letting you dial from fine mist to fat droplets or chunky snowflakes. Fade controls how particles dissolve over their life, so instead of popping out of existence they can fade out, which almost always looks better. A slow fade suits smoke and dust that should melt away; a quick fade suits sparks that snuff out. Together these two soften the whole effect and stop it looking like hard little stamps. They are small settings that make a big difference to believability.
Colour tints your particles, which is often the quickest way to sell what they are. Cool blue-white reads as snow or rain, warm orange as sparks and embers, soft grey as dust or smoke. A well-chosen colour against your background does half the work of making an effect legible. Pick a hue that contrasts with the scene so the particles read clearly, then let the other settings handle the motion. It is a small control with an outsized effect on how the swarm is perceived.
Build rain from the pieces. Stretch a wide emitter across the top of the frame, set Direction straight down with a narrow Spread, and give it a decent Speed and a high Gravity so drops fall fast and straight. Use a moderate Rate for a steady shower, a small Size so drops stay thin, a cool Colour, and enough Life that drops reach the bottom before dying. Nudge Direction slightly off vertical and you get wind-blown, slanting rain.
Snow is a softer, slower version of rain. Start from a similar wide top emitter, but drop the Gravity right down so flakes drift rather than plummet, and widen the Spread a little so they wander sideways as they fall. Give them a slower Speed, a longer Life for that lazy descent, a bigger, softer Size, and a bright white Colour. A slow Fade lets distant flakes melt away naturally. The key is low gravity plus wide spread, which turns falling into drifting.
For sparks, use a small point emitter, aim Direction upward or outward with a wide Spread, and give a high Speed with moderate Gravity so sparks shoot out then arc down. Keep Life short, Size tiny, Colour hot orange, and a fast Fade so each spark winks out. Dust is the opposite mood: a gentle Rate, near-zero Gravity, slow Speed, long Life, soft grey Colour, and a slow Fade so motes hang and drift in a shaft of light. Same panel, wildly different feel.
Plain dots only go so far, so feed the emitter your own artwork with Sprites, where you can load up to 8 images and the emitter scatters them at random for variety. Draw a few leaf shapes, petals, or snowflakes and the swarm stops looking generic instantly. Then set a Facing mode to control how each sprite is oriented: Upright keeps them the same way up, Face direction of travel turns each one to point where it is heading (perfect for arrows or rain streaks), and Random per particle spins each to a different angle for organic clutter like falling leaves.
By default the emitter just runs, but you usually want the rain to start when the storm rolls in. You control this by setting the effect strength on the timeline, so key it low (off) before the moment and higher (on) at the moment, and the particles fade in on cue. This is how you make sparks burst exactly when a sword strikes, or snow begin as a scene turns cold. Key the strength back down to stop the effect just as cleanly. Because it is keyframed, the whole effect obeys your timing like any other animation.
Place your emitter thoughtfully in the layer stack: rain in front of the characters feels close and immersive, while a faint layer behind them adds depth, and using two emitters at different depths sells a real downpour. A convincing effect has variety in size and speed, a gentle fade, and a density that adds atmosphere without burying the action. Play it back and check the particles support the scene rather than steal it; if they distract, thin the Rate or drop the Colour contrast. When it is right, the weather feels like part of the world, not a sticker on top of it.
Click the Particles button in the add-row bar. It drops an emitter as its own layer that immediately starts throwing out particles. Position and size the emitter, then open the Particles panel to shape how the swarm behaves.
For most effects it comes down to Rate (how many), Direction and Spread (which way and how wide), and Speed and Gravity (the physics). Life, Size, Fade, and Colour are the finishing touches that sell the look.
Mostly Gravity and Spread. Rain uses high gravity and a narrow spread so drops fall fast and straight, while snow uses low gravity and a wider spread so flakes drift and wander down slowly. Colour and Size complete each look.
Yes. The Sprites setting lets you load up to 8 of your own images, and the emitter scatters them for variety. A few hand-drawn leaves or petals instantly make an effect look bespoke rather than generic.
Facing controls how each sprite is oriented. Upright keeps them all the same way up, Face direction of travel turns each to point where it is heading, and Random per particle spins each to a different angle for organic clutter.
Set the effect strength on the timeline. Key it low before the moment and higher at the moment so the particles fade in on cue, then key it back down to stop them. Ramp it over a few frames for a storm that builds naturally.
Usually the Rate is too high or the Life too long, so particles pile up faster than they clear. Lower the Rate, shorten the Life, and add some Fade. Aim for just enough density to add atmosphere without burying the action.
Use two emitters at different depths, one near the camera and one behind the characters. The near layer feels immersive and the far layer adds distance, giving your rain or snow real parallax instead of one flat sheet.
Emitters, a panel full of physics, your own sprites, and a keyed strength that makes it all appear on cue. Rain, snow, sparks, and dust are yours to summon now. Next we get hands-on with drawing straight onto the timeline, frame by frame.