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Smoke Lifetime
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deathreaperz
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Joined: 20 May 2013
Location: Indonesia

PostPosted: Wed Nov 16, 2016 1:13 pm    Post subject:  Smoke Lifetime Reply with quote  Mark this post and the followings unread

About smoke, I have tried to use Lifetime on ParticleSystem and/or MaxEC on ParticlePart with high value like 99999999999 for NaturalParticleSystem, but the lifetime is same, it didn't change. How to make the Lifetime is infinite?

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Wed Nov 16, 2016 5:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't have any experience with particle coding, but I would assume it has a limit of 65535 for a value. I'm sure it's a check to make sure particles can't have an infinite lifetime to ensure the engine doesn't slow down due to many un-ending particle systems being alive at once.

You would instead need to keep re-generating the particles after their time is over.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Nov 16, 2016 5:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

MaxEC is for the particle, in this case for a single cloud.
ParticleSystem is the one that spawns the particles, so Lifetime would be the correct key. Though you also have to raise SpawnCutoff and SpawnTranslucencyCutoff.

However, since particlesystems (especially smoke) are a horrible performance killer, you should use an animation instead with LoopCount=-1

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FurryQueen
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Joined: 24 Jul 2010
Location: Liyue

PostPosted: Wed Nov 16, 2016 7:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can confirm. LKO is right. Smoke is brutal on performance. Use sparingly.

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deathreaperz
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Joined: 20 May 2013
Location: Indonesia

PostPosted: Sat Nov 19, 2016 11:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

It is seems Natural Smokes are not useful enough, it's already replaced by smoke anim. Thanks guys!

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