3. Short Lived Particle Splatters
This demo is located at
"Assets/PlaceholderSoftware/WetStuff/Demos/5. Particles (Drip Drip Drip)"
This scene demonstrates a continuous dripping of particles with a sub-emitter burst of particles triggered when a particle collides with the floor. These two particle system use different configurations for the
Particle Wet Splatter.
The main dripping particle system emits one single particle per second which falls under gravity and hits the floor, when it hits the floor it immediately dies. The
Particle Wet Splatter component creates a decal at the point of impact, this is configured for a fairly small number (45) of particles which do not fade. Once a puddle has formed at the drip impact point it will stay there forever.
The sub-emitter burst also has a
Particle Wet Splatter component, however this one is configured very differently. There is a lower chance that each impact will create a decal. Each decal will have a lifetime of 10-30 seconds, over this lifetime it will fade away (reducing saturation to zero). Recycling is enabled so dead decals will be re-used, creating an endless number of puddles for as long as the particle system keeps running.
Try adjusting the following and observing how the scene changes:
Add a lifetime and enable recycling on the primary emitter. Notice how the puddle slowly fades away over the lifetime, but new particles keep being added maintaining a puddle on the floor.
Disable recycling on the sub-emitter. Notice how after 200 total particles have hit the floor no new puddles are ever created (because they cannot be recycled).
Lower the sub-emitter decal limit to 50. Notice how the number of decals being created is reduced as the number of decals which exist increases (controlled by the
Decal Count Limit > Decal Chancecurve).
Max Accelerated Ageingto 3, this will accelerate the ageing of a random decal when there are insufficient decals. This can slightly help with low decal limits.
Steal Thresholdto 0.0025. This will "steal" a an active decal to create a new one if it is below the stealth threshold. The value for each decal is (Area * Saturation), since the decal are approximately 0.1 x 0.1 (before randomized size) this will steal decals which are at 0.25 saturation and below. This will also help with low decal limits.