09-03-2021, 05:51 PM
(11-01-2021, 10:21 AM)josemendez Wrote: You can store all particle positions in a blueprint and then load them, using emitter.SaveStateToBlueprint() and emitter.LoadBlueprint(). However this can result in pressure spikes in the case of fluids, as fluid density is not guaranteed to be equal to rest density at startup.When using burst it only emits 44 particles. How can I increase this number?
Using ObiEmitterShapeMesh.cs (VoxelMesh component) and burst emission mode is both simpler and more robust. Here's a beaker mesh starting out filled with particles (I used a slightly smaller version of the beaker mesh to generate the particles inside of it):
These are my settings capcity 500 resolution 0.18