Hello, I created with tutorial basic snow particle which dosen’t want spawn as much particles as I want and cappes it 1000.
I was read many threads, one says to change max draw count, but it isn’t help.
Can someone tell me what to do?
You probably don’t want to do that kind of particle on the CPU. Try setting it to a GPU particle system instead.
Thanks, but now particle dissappears as I move throw pivot, and shows up when I face particle
First screen I see particle, one degree to the left - and I dont see particle
May it be cause warning of no fixed bounding box, if it’s so how to do it?
http://i66.fastpic.ru/thumb/2014/0901/b0/a811fefbcb8174745d725e94a4e293b0.jpeg
http://i68.fastpic.ru/thumb/2014/0901/76/6669ba268ee4e303c200e52fab31d676.jpeg
Ok this one I found… Problem solved
When you set the TypeData to GPU Sprites, you may have noticed this message appear in the Preview window:
“WARNING: This particle system has no fixed bounding box and contains a GPU emitter”
The missing bounding box is what causes the particles to disappear when the emitter is off-screen, since GPU particles require a fixed bounding box. To enable this, in Cascade, click in the black background (not on the emitter), and in the Properties tab search for “bounding”, click the checkbox for Use Fixed Relative Bounding Box, then up on the toolbar, click the Bounds button to see the bounds on screen. The size of the box can be modified by expanding the dropdown in Properties and modifying the Min/Max.
In the level, you will now notice that the particles will only disappear when the edges of the bounding box are off-screen.
I hope that helps!"
In theory you should also set bounds with any particle system, otherwise you add additional overhead to each particle as it calculates new bounds on the CPU every cycle.
A good optimization tip is to set fixed bounds on every particle you can, just make sure you check for occlusion at oblique angles and distances.