The Texture property determines the image rendered on particle billboards. The rendered image is influenced by
ParticleEmitter/LightEmission. Transparent textures work best for particles
Pictured below are two default ParticleEmitters, but the right one uses the Robux icon as a texture.
The following texture is a transparent PNG image that works well as a Texture for a
ParticleEmitter. Try uploading it as a decal to your account and using it in a ParticleEmitter’s texture.
Below is an opaque gray-scale Texture that works nicely for particles with
ParticleEmitter/LightEmission set to 1.
Creating a Particle Emitter from Scratch
This rather lengthy code sample shows how every property of a
ParticleEmitter can be set, including
DataType/ColorSequence properties. Below is how the ParticleEmitter should after every property is set. Try playing around with the different properties to customize how the effect looks!