Qt Quick 3D - Particles 3D Testbed Example

 // Copyright (C) 2023 The Qt Company Ltd.
 // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause

 pragma ComponentBehavior: Bound

 import QtQuick
 import QtQuick3D
 import QtQuick3D.Particles3D

 Item {
     id: mainWindow

     readonly property real tentacleEmitRate: 120
     readonly property real cameraDistance: sliderCameraDistance.sliderValue
     property real cameraDistanceSmoothed: cameraDistance
     property real tentacleWideness: 0

     anchors.fill: parent

     // Animate tentacle movement
     SequentialAnimation {
         loops: Animation.Infinite
         running: true
         NumberAnimation {
             target: mainWindow
             property: "tentacleWideness"
             to: 30
             duration: 6000
             easing.type: Easing.InOutQuad
         }
         NumberAnimation {
             target: mainWindow
             property: "tentacleWideness"
             to: -30
             duration: 6000
             easing.type: Easing.InOutQuad
         }
     }

     Behavior on cameraDistanceSmoothed {
         SmoothedAnimation {
             velocity: 100
             duration: 1000
         }
     }

     // Background ocean gradient
     Rectangle {
         anchors.fill: parent
         gradient: Gradient {
             GradientStop {
                 color: "#005060"
                 position: 0.0
             }
             GradientStop {
                 color: "#000000"
                 position: 1.0
             }
         }
     }

     View3D {
         anchors.fill: parent

         environment: SceneEnvironment {
             backgroundMode: SceneEnvironment.Transparent
             antialiasingMode: AppSettings.antialiasingMode
             antialiasingQuality: AppSettings.antialiasingQuality
         }

         // Camera rotating the spider
         Node {
             PerspectiveCamera {
                 id: camera
                 position: Qt.vector3d(0, 0, mainWindow.cameraDistanceSmoothed)
             }

             NumberAnimation on eulerRotation.y {
                 loops: Animation.Infinite
                 from: 0
                 to: 360
                 duration: 20000
             }

             SequentialAnimation on eulerRotation.x {
                 loops: Animation.Infinite
                 NumberAnimation {
                     to: -50
                     duration: 6000
                     easing.type: Easing.InOutQuad
                 }
                 NumberAnimation {
                     to: 0
                     duration: 6000
                     easing.type: Easing.InOutQuad
                 }
             }
         }

         PointLight {
             position: Qt.vector3d(0, 400, 0)
             brightness: 200
         }

         // Body of the spider
         Model {
             id: spiderBody
             source: "#Sphere"
             scale: Qt.vector3d(1.0, 0.6, 1.2)

             PrincipledMaterial {
                 id: spiderMaterial
                 baseColor: tentacleParticle.color
                 metalness: 1.0
                 roughness: 0.6
                 normalMap: Texture {
                     source: "images/leather_n.png"
                 }
                 normalStrength: 0.8
             }
             materials: [ spiderMaterial ]
             Model {
                 source: "#Cone"
                 scale: Qt.vector3d(0.4, 0.5, 0.5)
                 position: Qt.vector3d(20, 10, -20)
                 eulerRotation: Qt.vector3d(-40, -80, 0)
                 materials: [ spiderMaterial ]
             }
             Model {
                 source: "#Cone"
                 scale: Qt.vector3d(0.4, 0.5, 0.5)
                 position: Qt.vector3d(-20, 10, -20)
                 eulerRotation: Qt.vector3d(-40, 80, 0)
                 materials: [ spiderMaterial ]
             }
             SequentialAnimation on y {
                 loops: Animation.Infinite
                 NumberAnimation {
                     to: 100
                     duration: 2500
                     easing.type: Easing.InOutQuad
                 }
                 NumberAnimation {
                     to: 0
                     duration: 2500
                     easing.type: Easing.InOutQuad
                 }
             }

             // System for tentacles particles
             ParticleSystem3D {
                 id: psystemTentacles
                 SpriteParticle3D {
                     id: tentacleParticle
                     sprite: Texture {
                         source: "images/dot.png"
                     }
                     maxAmount: 8 * mainWindow.tentacleEmitRate * 1.5
                     color: "#000000"
                     colorVariation: Qt.vector4d(0.0, 0.0, 0.0, 0.2)
                     fadeInEffect: SpriteParticle3D.FadeNone
                     fadeOutDuration: 800
                     billboard: true
                     SequentialAnimation {
                         running: true
                         loops: Animation.Infinite
                         ColorAnimation {
                             target: tentacleParticle
                             property: "color"
                             to: "#202000"
                             duration: 2000
                         }
                         ColorAnimation {
                             target: tentacleParticle
                             property: "color"
                             to: "#200000"
                             duration: 2000
                         }
                         ColorAnimation {
                             target: tentacleParticle
                             property: "color"
                             to: "#000020"
                             duration: 2000
                         }
                         ColorAnimation {
                             target: tentacleParticle
                             property: "color"
                             to: "#002000"
                             duration: 2000
                         }
                     }
                     blendMode: SpriteParticle3D.Screen
                 }

                 // Emitters for all 8 tentacles
                 component TentacleEmitter: Node {
                     id: tentacleNode
                     property real movementAmount: 1.0
                     ParticleEmitter3D {
                         z: 55
                         eulerRotation.x: 80 + mainWindow.tentacleWideness * tentacleNode.movementAmount
                         system: psystemTentacles
                         particle: tentacleParticle
                         velocity: VectorDirection3D {
                             direction: Qt.vector3d(0, 300, 0)
                         }
                         particleScale: 6.0
                         particleEndScale: 0.5
                         emitRate: mainWindow.tentacleEmitRate
                         lifeSpan: 1500
                     }
                 }
                 TentacleEmitter {
                     eulerRotation.y: 0.5 * 45
                     movementAmount: 1.8
                 }
                 TentacleEmitter {
                     eulerRotation.y: 1.5 * 45
                     movementAmount: 1.3
                 }
                 TentacleEmitter {
                     eulerRotation.y: 2.5 * 45
                     movementAmount: 1.5
                 }
                 TentacleEmitter {
                     eulerRotation.y: 3.5 * 45
                     movementAmount: 2.2
                 }
                 TentacleEmitter {
                     eulerRotation.y: 4.5 * 45
                     movementAmount: 1.6
                 }
                 TentacleEmitter {
                     eulerRotation.y: 5.5 * 45
                     movementAmount: 1.1
                 }
                 TentacleEmitter {
                     eulerRotation.y: 6.5 * 45
                     movementAmount: 1.5
                 }
                 TentacleEmitter {
                     eulerRotation.y: 7.5 * 45
                     movementAmount: 2.1
                 }

                 Gravity3D {
                     direction: Qt.vector3d(0, 1, 0)
                     magnitude: -300
                 }

                 Wander3D {
                     globalAmount: Qt.vector3d(15, 15, 15)
                     globalPace: Qt.vector3d(1.0, 1.0, 1.0)
                     fadeInDuration: 1000
                     Vector3dAnimation on globalPaceStart {
                         loops: Animation.Infinite
                         duration: 8000
                         from: Qt.vector3d(0, 0, 0)
                         to: Qt.vector3d(5 * Math.PI * 2, 3 * Math.PI * 2, Math.PI * 2)
                     }
                 }
             }

             // Emitters for dust/smoke particles
             ParticleEmitter3D {
                 id: smokeEmitter
                 system: psystemDust
                 particle: smokeParticle
                 particleScale: 10
                 particleScaleVariation: 5
                 particleEndScale: 60
                 particleEndScaleVariation: 30
                 particleRotationVariation: Qt.vector3d(0, 0, 180)
                 particleRotationVelocityVariation: Qt.vector3d(0, 0, 40)
                 emitRate: sliderDustEmitRate.sliderValue
                 lifeSpan: 3000
                 lifeSpanVariation: 1000
                 velocity: VectorDirection3D {
                     direction: Qt.vector3d(0, 0, 200)
                     directionVariation: Qt.vector3d(50, 50, 50)
                 }
             }
             ParticleEmitter3D {
                 id: dustEmitter
                 system: psystemDust
                 particle: dustParticle
                 emitRate: sliderDustEmitRate.sliderValue * 0.5
                 lifeSpan: 3000
                 lifeSpanVariation: 1000
                 particleScale: 10.0
                 particleScaleVariation: 5.0
                 particleEndScale: 30.0
                 particleEndScaleVariation: 10.0
                 particleRotationVariation: Qt.vector3d(20, 20, 180)
                 particleRotationVelocityVariation: Qt.vector3d(5, 5, 50)
                 velocity: VectorDirection3D {
                     direction: Qt.vector3d(0, 0, 100)
                     directionVariation: Qt.vector3d(20, 20, 20)
                 }
             }

         }

         // System for dust/smoke particles
         ParticleSystem3D {
             id: psystemDust
             SpriteParticle3D {
                 id: smokeParticle
                 sprite: Texture {
                     source: "images/smoke_sprite.png"
                 }
                 maxAmount: 200
                 spriteSequence: SpriteSequence3D {
                     frameCount: 15
                     interpolate: true
                 }
                 billboard: true
                 color: tentacleParticle.color
                 fadeInEffect: SpriteParticle3D.FadeNone
                 fadeOutEffect: Particle3D.FadeOpacity
                 fadeOutDuration: 1500
                 blendMode: SpriteParticle3D.Screen
             }

             SpriteParticle3D {
                 id: dustParticle
                 sprite: Texture {
                     source: "images/dust.png"
                 }
                 maxAmount: 100
                 color: "#ffffff"
                 colorVariation: Qt.vector4d(0.4, 0.4, 0.4, 0.4)
                 billboard: true
                 fadeInDuration: 200
                 fadeOutDuration: 1500
                 blendMode: SpriteParticle3D.Screen
             }
         }

         // System for bubbles particles
         ParticleSystem3D {
             id: psystemBubbles
             position: Qt.vector3d(0, 100, -200)
             SpriteParticle3D {
                 id: bubbleParticle
                 sprite: Texture {
                     source: "images/sphere.png"
                 }
                 maxAmount: 300
                 color: "#80ffffff"
                 colorVariation: Qt.vector4d(0.0, 0.0, 0.0, 0.2)
                 fadeInDuration: 1000
                 fadeOutDuration: 1000
                 blendMode: SpriteParticle3D.Screen
                 billboard: true
             }

             ParticleEmitter3D {
                 particle: bubbleParticle
                 scale: Qt.vector3d(12, 12, 12)
                 particleScale: 2.0
                 particleScaleVariation: 1.0
                 particleEndScale: 1.0
                 particleEndScaleVariation: 0.5
                 emitRate: 100
                 lifeSpan: 3000
                 shape: ParticleShape3D {
                     type: ParticleShape3D.Sphere
                 }
                 velocity: VectorDirection3D {
                     direction: Qt.vector3d(0, 0, 200)
                     directionVariation: Qt.vector3d(20, 20, 100)
                 }
             }
         }
     }

     SettingsView {
         CustomLabel {
             text: "Camera Distance"
         }
         CustomSlider {
             id: sliderCameraDistance
             sliderValue: 400
             fromValue: 200
             toValue: 800
         }
         CustomLabel {
             text: "Mystical Dust"
         }
         CustomSlider {
             id: sliderDustEmitRate
             sliderValue: 20
             fromValue: 0
             toValue: 50
         }
     }

     LoggingView {
         anchors.bottom: parent.bottom
         particleSystems: [psystemTentacles, psystemBubbles, psystemDust]
     }
 }