np. I thought you needed to know the total amount of particles in advance.
So yes, it would be even better, as an artist, to control the rate of flow, like a handle on a garden hose, controlling a flow-rate input node which specifies the rate of particle emission over time. very similar to the time node now, that feeds a math node to multiply that scalar value to some number? That does eliminate the need to guesstimate how many primary particles you needed, which to me was arbitrary as an artist but made perfect sense as a programmer. if you need to allocate memory in advance for some reason, you can always look ahead, subject to the issue you identify. --Roger ----- Original Message ---- From: Lukas Tönne <[email protected]> To: bf-blender developers <[email protected]> Sent: Mon, June 28, 2010 10:58:43 AM Subject: Re: [Bf-committers] Some design questions on particle emission That's not the real problem here :) If this was only about animating the emission rate your idea might work (though there are better ways to do numerical integration). The issue here is that there is _no_way_ to know the total amount of particles as soon as customized emission events come into play. Say, for example, a node spawns new particles when it collides with an object. How would you determine the number of colliding particles and therefore new particles spawned in advance? However, after some discussion on IRC we decided it's probably best to not invest much more time in recreating features of the current particle systems, but instead work on a design for more flexible node-based particles now. _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
