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You can define a bounding box for the emitter and when a particle is outside of this box it is reused (emitted again as new particle). See here: https://splishsplash.readthedocs.io/en/latest/file_format.html#id2 |
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Hello,
I would like to make a scene where an emitter continuously emits tens of thousands of particles, such as a fountain, but too many particles will increase the burden on the system. Is there any way to delete particles that leave the specified area during the simulation?
Best Regard.
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