Is possible to offet particle born in prt loader

Hi, i have simulation of splash from realflow, i put it to the prt loader and i wanted some slowmotion effect, but simulation in realfrom was doing new particles evey frame but when i wanted to slow it down in prt loader 10 times, every 10 frames there are visible new borned particles, so i would like to try if i can ofset every particle born by random number between 0 and 5 so the effect should be much more smooth

Thanks a lot

In Krakatoa MX v2.3, we have already fixed this for particles with valid Age, LifeSpan and ID channels when the “Interpolate Sub-Frames” checkbox is checked. Basically, we now interpolate all channels (not only Position and Velocity), so if there is Age and LifeSpan in the sequence, particles appear and disappear on sub-frames to produce a smooth flow. So if you scale up the timing, they don’t pop up on full frames but are born and killed continuously without popping.

If you save a PFlow sequence where the Birth operator has the “Subframe Sampling” checkbox checked, then the particles will have unique Ages and will distribute smoothly between the two frame snapshots being loaded, as long as “Interpolate Sub-Frames” is checked in the PRT Loader and both Age, LifeSpan and ID channels have been requested for saving.

Unfortunately, RealFlow particle sequences might not benefit from this. If all Age values are the same in the file, they will still pop. None of my BIN files here could take advantage of this new PRT Loader behavior. I am not a RF guru and might be missing an option to birth particles at sub-frames.

So that meaned it is not possible to modified it in magmaflow?

Anyway thanks a lot Bobo

You cannot fix this with Magma on the fly because the Magma modifier would be evaluated after the loading has already processed the interpolation.
But you could probably fix this by resaving the RealFlow sequence with a modified Age and LifeSpan channels shifted a bit using a Magma Noise function.
Set the Output to Age, input to Age, then add to the Age a Noise with Normalize on. Divide the Noise output by the FrameRate. Input into the Noise the ID channel, converted to Float and divided by some floating point value like 12.345 or something like that to produce more variation.
Then resave the particles and load the new version. Enable Interpolate Sub-Frames and retime your animation. Chances are it will pop a lot less…