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2. Rate, Duration and Lifetime

Separate how often particles are born from how long each particle survives.

Continue from the first lesson

Open lesson 1 and save a copy as 02-emission-timing.blend. Keep the source, velocity, Radius, 24 fps, and Substeps 4.

Shorten particle life

  1. Change the Emitter Lifetime from 96 to 48 frames. Keep lifetime Variation at 0.
  2. Keep Rate 120 /f, Start Frame 1, and Duration 96.
  3. Replay from frame 1 to 72.

At 24 fps, 48 frames is two seconds. Emission continues through frame 96, but each particle dies after its own two-second life. The stream reaches a stable length.

Control What it changes
Rate Births per frame or per second
Start Frame When emission starts
Duration How long rate-based emission remains active
Lifetime How long each individual particle survives
Radius Size and contact radius, not birth count
A steady blue particle stream limited by its lifetime
Frame 72: the stream keeps a stable length while births replace dying particles.

Births and deaths balance

Compare frames 24, 48, and 72. The population grows first, then stays near 120 × 48 = 5760 while births replace deaths. A boundary frame can differ by one emission batch.

Density uses Rate. Volume Grid and Hexagonal fill once on Start Frame and use Particle Spacing; changing Rate does not change those packed fills.

Optional: stop emission early

Set Duration to 24 and replay to 72. The source stops after a short burst and the remaining particles eventually die. Restore Duration 96.

The same rate can be expressed as 2880 /s at 24 fps. Per-second Rate preserves births per second when fps changes; Duration and Lifetime stay in frames. Keep 120 /f for the following lessons.

Troubleshooting

  • The stream never clears: check both Lifetime and Duration.
  • Changing Rate has no effect: check for Grid or Hexagonal fill.

Reference: Emitter timing.


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