#I’m trying to control how many particles

1 messages · Page 1 of 1 (latest)

warped flame
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I know this doesn’t work because I’m masking initial velocity by spawn group later, and I only see a single “stream” of particles

dull prairie
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I don't think what you're trying to do will work in an emitter script because you can't use dynamic loops there. Have you tried to use spawning via data channels instead? They should be able to accomplish what you want, including the spawn groups,

warped flame
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Ahhh oki, I tried data channels a little, but thought they were overkill for this purpose, maybe not 😅

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How can I see where I can use loops? 🤔

dull prairie
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Dynamic loops from the map for node or custom hlsl node are only supported in the particle scripts of gpu emitters. They don't work in cpu particles or the system/emitter part of the stack.

warped flame
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Thanks! 🫡

warped flame
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OH 🤩 I solved it by leaving the SpawnGroup of the SpawnInfo to 0 on the Emitter Update stage, and setting the Particles (not Emitter) SpawnGroup attribute at the beginning of the Particle Spawn stage, to ExecIndex