> For the complete documentation index, see [llms.txt](https://themattempire.gitbook.io/documentation/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://themattempire.gitbook.io/documentation/archive/roblox/visual-effects-vfx/particle-emitters/appearance-properties.md).

# Appearance Properties

### **Color**

Change the color of the particle. It is possible to change the particle color over time.

<figure><img src="/files/yCuM66GtCpC80W9lRtKl" alt=""><figcaption><p>Using the Color Spectrum to change the color over time.</p></figcaption></figure>

### **LightEmission**

Determines how much the particles colors are blended with the colors behind them. Generally no reason to go below or above -1 to 1.

<figure><img src="/files/8z5hd4YHPj1vKxlfHSpQ" alt=""><figcaption><p>LightEmission - Set to 1</p></figcaption></figure>

### **LightInfluence**

Determines how much Particles are influenced by the Environment lighting. This example shows a red light in the middle with a setting of 1. If you set the LightInfluence to 0 the environment does not affect the particles at all.

<figure><img src="/files/12aeYF8d4f2NUtPMRaiY" alt=""><figcaption><p>LightInfluence - Set to 1.</p></figcaption></figure>

### **Orientation**

Specifies how the Particles are oriented. This parameter depends on how the camera is oriented etc.

<figure><img src="/files/Yu9LS4qr3wq2VayXTgGq" alt=""><figcaption><p>Orientation - Set to Velocity Perpendicular.</p></figcaption></figure>

### **Size**&#x20;

Determines the Particles world size. It is possible to change the particle Size over time. Each point on the spectrum can allow an *envelope* to offer a range of size at that point for particle variation (found at the bottom of the Spectrum window).

<figure><img src="/files/kYrztqVVxxJnMlzsX5Pn" alt=""><figcaption><p>Particle Size - Modified scale <em>and</em> envelope over time.</p></figcaption></figure>

### **Squash**

Allows for non-uniform stretching of Particles over time. The Spectrum can define if it is stretched in the X or Y axis, as well as allow for a range at each point with the Envelope parameter (found at the bottom of the Spectrum window).

<figure><img src="/files/i1L9FHXybwBxG5nLCCu1" alt=""><figcaption><p>Squash Spectrum Example...</p></figcaption></figure>

### **Texture**

Defines which image is used for the particle.&#x20;

* Click on the parameter next to the Texture label.
* Select 'Add Image' if you haven't already loaded your textures.
* Load your image from your computer.
* Rename the asset if needed.
* Select 'Load'.

<figure><img src="/files/ZvciRKZ1kpzcOhD1jA4i" alt=""><figcaption><p>Load Particle Texture example...</p></figcaption></figure>

### **Transparency**

Determines the Particles Transparency over time. The Spectrum can define transparency between 0 and 1, as well as allow for a range at each point with the Envelope parameter (found at the bottom of the Spectrum window).

<figure><img src="/files/y4WSPrzXPYXY8OpGwrrS" alt=""><figcaption><p>Transparency Spectrum Example...</p></figcaption></figure>

### **ZOffset**

Determines the render order of the Particles from top to bottom. You can use this to set if the particles are in front of or behind other assets in the space.

<figure><img src="/files/2Jc7NSd7MQ5gmqieYtWa" alt=""><figcaption><p>ZOffset Example...</p></figcaption></figure>
