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Exercise 20: Keep it cheap

Purpose. To find the costly part of an effect and make it cheaper while it still looks the same.

An effect that looks right in an empty scene may be too heavy when twenty of them go off in a fight. The cost is not a matter of taste, and it is not spread evenly. One layer is often responsible for most of it. The plugin shows an estimate of the cost as you work, so the heavy layer can be found and trimmed.

  • The Explosion folder is in the workspace.
  • The flipbook flame inside it is selected, and its Enabled is off.

Steps 3 and 4 repeat earlier exercises.

StepControlActionResult
1≡ ▸ Tools ▸ Opt. IndicatorPressA label appears at the bottom left of the viewport, beside the particle counter. It reads Optimization: and a percentage.
2Each emitter in Explosion, one at a timeSelect, and read the labelEach layer shows its own figure. Green is light, yellow is moderate, red is heavy. Note which is highest.
3The flipbook flame ▸ Emission ▸ Rate, LifetimeEnter 40 and 2No change yet.
4Emission ▸ EnabledSwitch onThe flame streams. The figure on the label rises. The counter at the bottom left climbs to about 80 particles.
5Properties ▸ AdvancedExpandThe Advanced rows show.
6Advanced ▸ PoolSwitch onThe figure falls. The flame looks the same.
7Advanced ▸ Anim. StepsEnter 300The figure rises. The flame looks no different.
8Advanced ▸ Anim. StepsEnter 10The figure returns to what it read at 100. It does not go lower for fewer steps. Each flame now moves in visible jumps. This is too low.
9Advanced ▸ Anim. StepsEnter 100The motion is smooth again. This was the starting value, and the figure does not change.
10Emission ▸ RateEnter 20Half as many flames, and the figure falls. Judge by eye whether the stream is still thick enough.
11Emission ▸ EnabledSwitch offThe label reads the cost of one burst again.

The Optimization indicator gives a figure from 0 to 100 for whatever is selected. It changes as you type, so the effect of every edit on the cost is seen at once.

The particle counter reads the number of particles alive at that moment. For a stream, that number settles at Rate multiplied by Lifetime: 40 a second, each lasting 2 seconds, gives 80.

Pool changes how particles are made. Off, each particle is a fresh duplicate, removed when it ends. On, a finished particle is hidden and used again for the next one. For a stream with a high Rate this is cheaper. For a single burst it makes little difference.

Anim. Steps is how many times a particle’s graphs and motion are worked out over its life. The number of updates each second is Anim. Steps divided by Lifetime. At 100 steps, a particle that lives 1 second is updated on every frame. A particle that lives 5 seconds is updated 20 times a second, which shows as stepping. Raise the steps for long-lived particles, and lower them for short-lived ones.

What raises the figure:

CauseTo lower it
More particles alive at onceLower Rate, Emit count or Lifetime. A shorter Linger.
A stream with Pool offSwitch Pool on.
Anim. Steps above 100, more so with Drag, or with Dir. Mode LocalBring Anim. Steps back toward 100. Below 100 the figure does not fall further, though less work is done.
A flipbook, more so with many framesA shorter flipbook, or one picture.
Particles that are partly transparentNothing, if the look needs it. Fewer of them.
Shadows cast by the particle or by a nested lightSwitch shadows off on the template.
Nested emittersTheir cost is multiplied by the number of parent particles. Lower the parent’s count first.
Heavy kinds: Models with many parts, Lights, long Trails, bolts with many segments and forks, bursts with many chunks, ropes with many segmentsFewer parts, segments, forks or chunks.
SymptomCauseAction
No label at the bottom leftThe indicator is off. It is off at the start of every session.Repeat step 1.
The label reads --The selected emitters would do nothing as they stand.Switch Enabled on, or enter an Emit count.
New particles stop appearing, and Output mentions the particle capThe number alive has reached the Particle Cap.Lower Rate or Lifetime, or raise Particle Cap in Settings.
Changing Pool or Anim. Steps does nothing to particles in flightThey keep the settings they were made with.Wait one Lifetime.
ChangeResult
Select the whole Explosion folderThe figure for the entire effect.
Shifter ▸ tick Rate, enter 0.5, press xEvery stream in the folder makes half as many particles, in one move.
≡ ▸ Settings ▸ Particle Cap 300A hard ceiling while you work. Layers that hit it show which are greedy.
New in this exerciseThe Optimization indicator. The particle counter. Pool. Anim. Steps.
Done beforeRate and Lifetime (Exercise 2). Enabled (Exercise 1). Expanding a section (Exercises 5 and 7). The Tools menu (Exercises 10, 17 and 19). The Particle Cap (Exercise 2).
Carried forwardNothing. This is the last exercise.