Reducing particle count

Hi

I have a sim from realflow which I have saved as a PRT, I need to have some objects in the liquid, so I was going to put PRT in a frost and use the geometry mode to have the objects moving with the liquid. As the PRT particle count is quite high and I only need about 300 objects. I was wondering if anyone had a method to reduce the count. I tried using the Black OPs made by PatrykKizny, which works but I am getting this jumpy behaviour where its almost like its flicking between different particle indexes rather than sticking to one.

viewtopic.php?f=22&t=8611&p=36188&hilit=delete#p36188

Thanks

As a quick test, just delete all but one particle by ID. Play around with the ID itself, but make sure that it is in fact temporally stable.

The PRT Loader comes with an option to “Load Every Nth By ID” which can load a percentage of particles that is stable over a range of frames. The default Load Every Nth Particle mode uses the particle index so you would see popping when the overall particle count changes (or the relative ordering of particles in the file changes).

I think this should solve your problem without resorting to using a Magma modifier. Does that help?

Hi Thanks for the responses. I tried “Load Every Nth By ID” but I am getting a similar thing. Is there some thing I should be doing in RF to make sure the particles have all the required channels?

Nevermind I think its working its hard to tell as I am checking the files remotely, but I think I might have messed up the ID’s while resaving the PRT’s from RF when I was trying to reduce the count.

No luck it seems to be doing the same thing.
_scene_RF_Jitter.avi (4.37 MB)

What do you get if you load the BIN file from RealFlow? It should contain a valid and correct ID channel. Set the Renderer Loading Mode to “Every Nth By ID” and see if anything changes.

Definitely working with the bin files. :smiley: