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Help  Smaller emitter scale and particles
#4
(26-06-2019, 11:20 PM)krolu Wrote:
Thank you for reply ! Reducing the particles resolution still does not solve my problem ... Particles do not behave like liquid but like drops that drop eg. from a tap (there is offset between spawned particles). Also, when you reduce the resolution of the particles, all or most of them are made in the same time (depending on their defined amount), which create small lags on scene. I tried to reduce the emitter and particles, but they began to become less visible or disappeared or all begin to fly in different directions. Is there a limit of reduction of particles that defines the correctness of their functioning?

Hi there,

There's no upper or lower limit to the size of particles, however, remember that in computer simulations time is a discrete quantity, not a continuous one. This means that if you're emitting very small particles at high enough speed, a whole timestep has to pass between each opportunity to emit particles. For particles large/slow enough this is not an issue, because the particles emitted don't get a change to move far enough from the emitter's surface before the next batch is emitted. However, if they are small and/or fast, they will get too far away in a single timestep, so a gap appears between emissions.

The only fix for this is to decrease Unity's fixed timestep. This however increases the cost of the simulation, as more timesteps must be taken per frame.

kind regards,
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Messages In This Thread
Smaller emitter scale and particles - by krolu - 19-06-2019, 01:25 AM
RE: Smaller emitter scale and particles - by josemendez - 27-06-2019, 08:54 AM