15-05-2024, 07:42 AM
(This post was last modified: 15-05-2024, 07:44 AM by josemendez.)
Hi,
There’s a good reason why spawn rate and speed are tied together: technically, we are not emitting particles but a volume of fluid per second, which just happens to be discretized as particles.
So if you wanted to emit more particles per second at the same speed, they would clump together -> increase local density -> cause a pressure spike -> blow up and fly away in all directions. Same for granulars: they would initially intersect each other upon spawning and just blow up when resolving collisions.
Regular particle systems where particles are completely independent of each other and nothing happens if they clump together can have separate rate and speed control parameters, but a fluid sim cannot.
Note: If you want to reduce emission rate but keep the same speed, you can just alternate between your target speed and zero, like opening and closing a faucet.
Kind regards,
There’s a good reason why spawn rate and speed are tied together: technically, we are not emitting particles but a volume of fluid per second, which just happens to be discretized as particles.
So if you wanted to emit more particles per second at the same speed, they would clump together -> increase local density -> cause a pressure spike -> blow up and fly away in all directions. Same for granulars: they would initially intersect each other upon spawning and just blow up when resolving collisions.
Regular particle systems where particles are completely independent of each other and nothing happens if they clump together can have separate rate and speed control parameters, but a fluid sim cannot.
Note: If you want to reduce emission rate but keep the same speed, you can just alternate between your target speed and zero, like opening and closing a faucet.
Kind regards,