Can you make it so when you stop a particle emitter, the particles don't disappear?
I'm using ParticleControl helper to start/stop a particle emitter. However, when I stop the emitter, all the existing particles that belong to that emitter disappear. Can you make it so that when the particle system stops emitting particles, the ones it has already emitted still live?
I really need that and the ability to emit particles in world space instead of them inheriting the transform of the emitter parent. (so they can live in world space as the emitter moves and rotates)
But hey, thanks for fixing billboarding! That works great.
Hi Ralph!
That makes sense. I'll definitely pass it on to the team as a feature request!
In the meantime, here are some possible workarounds:
1. You can create two particle systems: one where the particle system infinitely loops, and a second one where the particle system has the instant spawn checkbox sets such that the particles disappears over time. You can play the latter particle system and disable the first when you want your effect to ends.
2. Because the particle system is material based, we can create a couple of them without it being too expensive. Take a look at these two examples for how you can use this to create world space like particle systems:
https://support.lensstudio.com/hc/en-us/community/posts/360018308143/comments/360000806006
https://support.lensstudio.com/hc/en-us/community/posts/360014138263/comments/360000668086
I'm glad we can continue to improve Lens Studio!
Cheers,
Jon
Hi! It's still not possible to stop a particle system but leave alive the already emitted ones?
I think you can do this by using a custom variable to your particle VFX graph which controls the spawn rate. Set it to zero when you want to stop new particles spawning then stop the particle system later when everything has faded away.
(This is how we do it in Unity sometimes, I'm not certain that the spawn rate can be controlled in LensStudio VFX though... if it isn't then it might be possible to control something else that makes the 'new' particles invisible e.g. size = 0, or alpha = 1)
Thanks Pete!
It worked making a transition to the spawn rate. It´s not exactly leaving alive the already emitted ones, but it worked anyway.