I have seen some tutorials where they talk about looping particles system, and they generally show particle systems emitted from a plane where the emitted particles pass from side to side throughout the camera:
But what happens when the particles are emitted from multiple directions?:
Particles Looping-Cube-Multi Direction-Not Working.blend (134.6 KB)
I would like to know the rules or conditions that a particle system must meet in order for an animation looping to be possible.
I would like to know if it is possible to loop the previous example, or for example, dust particles floating in multiple directions throughout the camera. I suppose this has to do with particles appearing or disappearing from the camera, but I can’t deduce the logic behind it.
I forgot to mention that I need particles not to suddenly appear/disappear from the camera for the duration of the animation. For the type of animation I need, it would be annoying to see particles born/dying sometime during the loop. That is why I think that the logic to achieve it could have to with the time/moment until the last particle disappears from the camera. But I’m not sure.
Apparently this depends on Physics > integration > Timestep. For the example above, apparently with a large enough value (0.250) makes the simulation seamless. But this makes the speed of the particles faster. I suppose there will be a formula for how looping can be calculated with the desired particle velocity.