Heya Folks,
I’ve been using the very very useful magma modifier to post process some fluid prts and it’s damn good, but I’m finding one limitation in it. The particle conditions get evaluated per frame which is great for some things, but for other things it’s less useful. The specific issue I’m trying to solve at the minute is that I’ve got some particles which go way too high in a splash simulation and it’d be great to just kill off the higher ones. If I do this though, krakatoa will kill them at the specific frames that they go over the limit, but reintroduce them once go back under the limit which means you can get a lot of popping. What might work better (or possibly cause huge holes in areas!) is if I could run through a prt sequence and tag all the particles that at any point go over a velocity or whatever parameter, but do nothing at that point - it’d just be adding another data channel to them. Then I’d do a second pass and delete all of the particles with that tag, so that they’re gone through out the entire sequence instead of appearing and disappearing based on that condition.
Is anything like this possible?