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¶
- Change the Emitter Lifetime from
96to48frames. Keep lifetime Variation at0. - Keep Rate
120 /f, Start Frame1, and Duration96. - Replay from frame
1to72.
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 |
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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