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    Emitter Help

    Does anyone know of a way to force an emitter to continue firing even once it has left the camera's field of view?

    I have a really nice emitter populating my sky but it pops in and out really badly unless you're looking directly at the actor.


    Thanks in advance for any help.

    #2
    Is it possible to make it 'always relevant'?

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      #3
      If that's a property of the Emitter, I didn't find it. Spent a considerable amount of time last night messing with every possible field I could think of.

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        #4
        You probably need to set up the bounds for it manually. The automatic bounds generation doesn't always do a good enough job (you'll even notice this in Gears) all the time. But you can probably make it so the bounds are large enough that the emitter appears to be in view anytime you can see the particles from it. There are settings for this in the Particle System, though I can't tell you what the name is. View the ParticleSystem's properties in Cascade and you should see it.

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          #5
          I'll take a look again when I get home tonight. Thanks!

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            #6
            Still unable to find the properties to make this possible.

            Any ideas or specific properties anyone can think of to manipulate?

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              #7
              The properties I was talking about are:

              FixedRelativeBoundingBox
              bUseFixedRelativeBoundingBox

              Those can only be viewed within Cascade by selecting the ParticleSystem itself from the right-click menu. I'm not sure this is the issue, but it's worth a try.

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                #8
                I'll check it out, thanks.

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