Particle count should be able to give also as "per/second"
When i design a particle system, i have to tell Blender, how many particles is emitted during the animation.
And if i want to know how many particles is emitted per second, i have to do some calculations by hand, to get out as many particles per second i want.
And every time i change the duration of the animation, i have to do the math again, if i want to maintain the same amount of particles per second.
The math is easy and the work doesn't take much time, but every second wasted is for bad.
It would be much better, if i could just tell Blender, how many particles i want each second.
There's also one additional benefit from this system: the "per/second" value can be animated, which gives more control over the particle systems.
And one important thing what should also be implemented, is the "total amount of particles", which tells user how many particles is created during the animation.
The old way: particle count/animation can be preserved, there's no need to remove it, in case somebody wants to use it.
3 Comments
It might stem from the fact that Hair and Particles, in blender, is the same thing. Here "total number of hairs" makes sense. Should really be split. I wish i could program.
Total number of particles is one of the most infeasible ways of handling spawning and it is basically an irrelevant number. It, Is, Always, Rate! Always.
The fact that this doesn't exist is crazy. I hope that, some day, the dear blender wizards will lift the whole particle system to the same level of, say, Niagara in Unreal.