Please help with metaballs that turn to 0 size at certain frames, while halo particles still work

I have tried almost everything (scaling up the render size of metaballs, scaling up the actual size, deleted adn redid the emitter and the metaball, started a new empty project, baked, deleted any parent and/or animation, applied scale and transforms)

IMPORTANT

The only thing that changes the issue is when I make the lifetime close to 20. I don’t want to do that though, I need them to live until the end of the animation. But even then it dissapears (turns to 0 size) for a few frames randomly. There are no animations, this is a clean new project as you can see.

All ten particle emissions have the exact same parameters apart from start time/stop time/lifetime

It’s been a week, I can’t get past this issue, please save me :sob:

The project is available for download if anybody needs it for testing

Blend File Download Here

I took a look at it and the only conclusion I can come to is that Blender can’t seem to handle that many metaballs at the same time which would make sense considering how heavy it is to compute and re-compute all the distance fields for thousands of metaballs.

So the scale getting set to 0 after a certain amount has been spawned is probably just Blender saying “you know what, nope I don’t want to do this and you probably don’t actually either”

Probably best to just make a fluid simulation instead and save yourself the headache

Thanks for your time! Someone else messaged me and said that something might get messed up because I duplicated the same particle system multiple times, so I will try to create them from scratch without duplicating each one. Then I will reduce particle amounts to test your theory and if this doesn’t work I will scrap the project and study different fluid simulation techniques. Thanks again, I will update the post if I solve it.

I tried setting up individual particle systems on separate objects each using a separate metaball as the instance object but the result was still the same.

I also tried running a single particle system with 10000 as emission over the whole timeline and the same result happened after about 2400 spawned metaballs :face_exhaling:

Fluid simulation is the way, you can control the emission in a similar way to the particle system with initial velocities and so on so it shouldn’t be too big of a learning curve

Oh great you saved me the time of testing and failing again. Thanks a lot. I will ditch the metaballs going forward. <3