Particle : Rate controled by distance ? 2005-05-20 - By Eric Lampi
Back Emission is tied to frame rate, so you would get better results if you changed it to an easily divided number. For example, if you take small emitter say the default sphere emitter scalled to .001, make the emission rate 10, velocity 0, set the playback to 100 fps, key the emitter to move from -10 x to 10 x linear keys. The resulting placement about 95% perfect, there's a little variation but it's probably due to scale. That will help as well, always make sure you err on the side of a large scale as opposed to a small one since when particles really get moving sometimes you'll see big gaps in the emission.
So in your case if you can scale your animation so that it will match at 100fps you should be able to do it more easily than, if you're stuck at 25, 30, 29.97 (which is the worst of this sort of thing) since you to have your rate set to a factor of the FPS value. 10 of course is the easiest to work out.
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--- guillaume laforge <guillaume.laforge.3d@(protected)> wrote: > Hi, > I've got an emitter animated along a curve. If I > use the rate based on > time, the distribution of particles along the curve > isn't uniform because > the Path %age isn't linear. > I need a uniform space between each particles. > Is it possible to emite one particle each n units > of a curve ? > Thanks, > Guillaume Laforge > CG artist > www.vol2nuit.fr <http://www.vol2nuit.fr> >
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