This will cause the emitter to ignore the increased subframes when emitting in pulse mode and emit them only on the first subframe. This is because the emitter tries to divide the number of particles up into a certain number per subframe, but of course it can't divide 1 particle into 3! With subframes set to 1, that is what you will get, but if you increase the number of subframes to 3 (for example) you will only get about one-third of the number of particles expected. Consider a scenario in which you want to emit 1 particle every 10 frames. This switch is intended for use when you have a pulse emitter which emits very small numbers of particles each pulse and the X-Particles subframe count is greater than 1. If you want just one pulse to be emitted in the scene, simply set this value to a higher number than the scene length. Set the number of frames between pulses here. So if you want a 5-frame pulse every 30 frames, set the 'Interval' to 30 and the 'Length' to 5. You can specify the number of frames the pulse will last for here. The pulse length and interval between pulses can also be set: This is due to arithmetical rounding in the calculation of the number of particles to be emitted. Note that with a high number of subframes, the number of particles emitted may be slightly higher than expected. The number of particles emitted in each pulse is found in the 'Birthrate' parameter. If you want the emitter to emit one big pulse of particles in one frame, turn on this option. Normally, the emitter emits particles in all frames. This is the default setting particles are emitted each frame at a rate determined by the Birthrate settings ( see below). The 'Emission' drop-down has seven options: Rate That is, no Question objects will be tested and no Actions carried out. If this switch is checked, the X-Particles control system will be ignored by the emitter. Therefore, the setting is found in the project settings (X-Particles tab). The number of sub-frames cannot be set differently for each emitter. Normally you should leave this enabled, but if you need to turn it off, uncheck this switch. Sub-frame emission helps to overcome this. For example, you might want to produce the trail from a rocket but find that instead you get a series of pulses or bands of particles. This is especially noticeable when the emitter itself is animated. One problem with any particle system is that since particles are emitted each frame, regular 'bands' of particles may be generated. This quicktab is concerned with particle emission and death.
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