Particles react to effectors, as set up in the Fields and Collision panels in the Object buttons. By default they react to all objects on the same layer.
- GR: restrict effectors to the specified group.
- Size Deflect: take the particle size into account for collision.
- Die on hit: particles die when they collide with an effector.
- Sticky: particles stick to effector if they die in the collision.
- Stiff: for effectors working and hair, the stiffness of the hair.
- Children: for effectors working on hair, apply the effectors to the children rather than the parents.
- Global: set all ipos that work on particles to work in either global or object time.
- Absolute: set all ipos that work on particles to work in either absolute or relative time.
- Loop: loop particle lives.
- Tweak: a multiplier to make time go faster or slower for physics.
- Seed: each seed values results in different random numbers used by the particles systems, so it can for example be used to create variation between two particle system using the same settings.
- Size: the size of the particles. Size may seem a bit strange setting since particles are nearly by definition point-like, but the size may be thought of as the particles' area of influence (reactor targets for example) and the size is also used to scale different visualizations like objects, groups and billboards.
- Rand: randomize the size of the particles.
- Mass: the mass of the particles used for physics.
- Mass from size: multiply the mass of the particles by the size.

- Roughness control by a texture, vortex effector working on hair, length controlled by a texture and clumping controlled by a vertex group. Example file.
Mesh vertex groups can be used to control various particle properties, where particles get their value from the place they are emitted. The vertex group effect can also be negated.
- Density: emit particles according to vertex group weights, so areas of the mesh with higher weight will emit more particles.
- Velocity: adjust initial velocity of particles.
- Length: adjust length of child particles.
- Clump and Kink: adjust clump and kink for child particles.
- Rough1 and Rough2: adjust roughness for child particles.
- RoughE: adjust endpoint roughness for child particles.
- Size: adjust particle size.
- TanRot and TanVel: adjust tangential rotation and value.
- Effector: adjust effector influence on hair.
The textures of the material assigned to the particle system can also be used to control particle properties. In the material Map To panel there is a PAttr option to display particle attributes to effect. Note that Multiply blending mode often works best.
- Time: emission time of the particles.
- Life: lifetime of the particles.
- Density: density of the particles
- Rough: roughness of the child particles.
- Size: size of the particles.
- Kink: kink factor of the particles.
- Length: length of the child particles.
- Clump: clumping factor of child particles.