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# particleImage

The texture image SceneKit uses to render each particle.

```
var particleImage: Any? { get set }
```

## Discussion

Texture images help to determine visual effect rendered by the particle system. The [`particleColor`](/documentation/SceneKit/SCNParticleSystem/particleColor) property colorizes the image before rendering. You may specify an image using an <doc://com.apple.documentation/documentation/AppKit/NSImage> (in macOS) or <doc://com.apple.documentation/documentation/UIKit/UIImage> (in iOS) instance, or an <doc://com.apple.documentation/documentation/Foundation/NSString> or <doc://com.apple.documentation/documentation/Foundation/NSURL> instance containing the path or URL to an image file.

If the value is `nil` (the default), SceneKit renders each particle as a small white square (colorized by the [`particleColor`](/documentation/SceneKit/SCNParticleSystem/particleColor) property).

To specify a sequence of frames for animating each particle, arrange the frames as a grid in a single image, as shown in [Figure 1](/documentation/scenekit/scnparticlesystem/1524153-particleimage#1965925), then use the properties listed in Animating Particle Images to identify frames in the grid and set the speed and style of the animation.

![](images/com.apple.scenekit/media-1965925@2x.png)

You can also create particles that appear reflective by assigning an array of images to this property. SceneKit treats the six images in the array as a cube map and renders each particle as a solid-color, reflective sphere. The particle system’s [`fresnelExponent`](/documentation/SceneKit/SCNParticleSystem/fresnelExponent) property controls each sphere’s reflectivity. For details on cube map textures, see [`SCNMaterialProperty`](/documentation/SceneKit/SCNMaterialProperty).

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