Dutcheeseblend
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Hi everybody,
I've been trying to solve this in a lot of ways, but I couldn't.
The problem is: I have a nice radial engine, which will have a blueish flame at the exhaust above certain Cylinder Head Temperature and Manifold Pressure. To control that, I created a visibility, tagged the attached object with this visibility (so I created a poly, attached the flame effect to it, tagged it with visibility).
To let the effect appear like a flame, I first tried to give the particle a velocity. But then, the particles would be affected by airspeed. I needed to set No Interpolate=1 and Static=1.
But if Static=1, the particles will remain attached to the emitter. So the flame is only a spot and looks bad. If Static is not 1, the flame particles will be affected by airspeed.
The same happens as I give the particles a temperature (so no velocity).
So, how should I do this: create an emitting effect which wouldn't be affected by airspeed?
Please, help me out! Edit: if one needs additional information, say it
Regards, Daan
I've been trying to solve this in a lot of ways, but I couldn't.
The problem is: I have a nice radial engine, which will have a blueish flame at the exhaust above certain Cylinder Head Temperature and Manifold Pressure. To control that, I created a visibility, tagged the attached object with this visibility (so I created a poly, attached the flame effect to it, tagged it with visibility).
To let the effect appear like a flame, I first tried to give the particle a velocity. But then, the particles would be affected by airspeed. I needed to set No Interpolate=1 and Static=1.
But if Static=1, the particles will remain attached to the emitter. So the flame is only a spot and looks bad. If Static is not 1, the flame particles will be affected by airspeed.
The same happens as I give the particles a temperature (so no velocity).
So, how should I do this: create an emitting effect which wouldn't be affected by airspeed?
Please, help me out! Edit: if one needs additional information, say it
Regards, Daan
Last edited:
