Pop particles stepping with gravity

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Would like to ask what could be a solution for this gravity force stepping, one of the no ideal solution I found is to increase the substeps to 10. also I try just random force by id to break the stepping.

Im interesting on what would be another solution anybody has for this stepping just with gravity?
Edited by sheep - Nov. 11, 2024 12:42:16

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In your pop source, Birth tab, set the Jitter Birth Time parameter to negative.
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Tanto
In your pop source, Birth tab, set the Jitter Birth Time parameter to negative.
Interesting and Thanks, this also work without substep and with the default gravity force, it work when set in "negative" but dont work when in "positive", do you know Why?, i will take a look inside to try to understand the diference between them
Edited by sheep - Nov. 11, 2024 13:18:55
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I honestly can't tell you. Logically both should work.

Also be aware that negative birth time jitter creates particles with negative age. If your emitter doesn't move, it's not a big deal, but in certain situation it'll create problems, so blasting points with @age<0 post-simulation might be a good idea.
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It's because negative jitter is where particle integration is actually correct.
If the emitter moves, it's no issue, but I'd highly recommend watching and implementing Ben's
integrated particle setup, say goodbye to bad or stepped emission on moving objects forever.

https://www.youtube.com/watch?v=ui43YK0cnXE&t=868s [www.youtube.com]

L
I'm not lying, I'm writing fiction with my mouth.
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lewis_T
It's because negative jitter is where particle integration is actually correct.
If the emitter moves, it's no issue, but I'd highly recommend watching and implementing Ben's
integrated particle setup, say goodbye to bad or stepped emission on moving objects forever.

https://www.youtube.com/watch?v=ui43YK0cnXE&t=868s [www.youtube.com]

L
thanks, will take a look to this too
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