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use virtual (hard disk-based) memory instead, which slows down the caching.
If Particle Flow fills the cache, any remaining frames are calculated on the fly.
This group also lets you monitor the amount of memory used for caching
data.
Limit The maximum amount of system memory used to cache particle data,
in kilobytes. Default=100,000, or 97.6 MB.
Total The amount of memory currently used by the cached data, in kilobytes.
Read-only.
NOTE Even animation frames with no particles will probably consume a certain
amount of cache memory. The reason for this is that the cache also stores states
for randomly calculated values such as Variation, to ensure that particle activity is
consistent across a rendering network, and with machines that might not have
regular access to all frames.
Current Frame The amount of memory used by the data cached for the current
frame, in kilobytes. Read-only.
Display Operator
Particle View on page 2811 > Click Display in an event or add a Display operator
to the particle system and then select it.
The Display operator lets you specify how particles appear in the viewports.
The default display mode is Ticks, which is the simplest, and thus the fastest
to display. It's useful for animations that use a large number of particles. At
the opposite end of the complexity spectrum is the Geometry option, which
lets the software depict particles as their actual shapes. In addition, the Display
operator provides a variety of simple shapes that provide fast feedback in
testing animation, as well as the ability to easily distinguish among particles
in different events. It also lets you set the percentage of visible particles.
By default, Particle Flow automatically inserts a new Display operator in each
local event you add to the system. Alternatively, you can choose Particle View
> Options menu > Default Display > Global. With this option, the software
automatically inserts a Display operator in new global events, but does not
add one to new local events.
Particles in any local event that doesn't contain a Display operator don't appear
in the viewports, unless an associated global event contains a Display operator
(that is, a global Display operator). If a particle is affected by multiple Display
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