Currently I am using a killVolume with an animated inverse, while it works it, it doesn't seem to be a good solution. Wrapping all my emitters with killVolumes
Unwanted Initial Emitter Volume w/ Animated Stream
Unwanted Initial Emitter Volume w/ Animated Stream
Is it possible to add a parameter to the Grid Emitter object to keep it from generating a first frame volume of particles when the Stream value is animated?
Currently I am using a killVolume with an animated inverse, while it works it, it doesn't seem to be a good solution. Wrapping all my emitters with killVolumes
Currently I am using a killVolume with an animated inverse, while it works it, it doesn't seem to be a good solution. Wrapping all my emitters with killVolumes
Re: Unwanted Initial Emitter Volume w/ Animated Stream
Can you use a curve and set the output for the emitter to Zero for the first frame, but then set it to the rate you want on the second frame?
Re: Unwanted Initial Emitter Volume w/ Animated Stream
Are you talking about a Grid Emitter? If so, sorry, I do not understand, you'll have to be more specific.
Grid Emitters are either on or off there is no rate or output control other than the bool.
Grid Emitters are either on or off there is no rate or output control other than the bool.
Re: Unwanted Initial Emitter Volume w/ Animated Stream
Of course there is. You can control the rate by the emitter's Intital Speed parameter, if you are using Stream emission.
Re: Unwanted Initial Emitter Volume w/ Animated Stream
Ah thanks, forgive my naivety. I should have guessed that Initial Speed would equal Rate.
The fact of the matter is particles are created at frame 0, whether their motion is 0.0 or not is moot, they will interact with other particles in the scene. They need to not exist and having a bunch of killVolumes all over the scene to get rid of these first frame particles is a little ridiculous.
The fact of the matter is particles are created at frame 0, whether their motion is 0.0 or not is moot, they will interact with other particles in the scene. They need to not exist and having a bunch of killVolumes all over the scene to get rid of these first frame particles is a little ridiculous.