URP Set position sequential line & ParticleStrip

Hello.
I’m trying to create ribbon like effect (wind trail), but move smoke by line, not circle. Is it possible to not render particle stripe, when we returning to the start position? Currently there are artifacts on this stage

Hi @syjgin ,

The return to start position is happening because your Mode is set to Wrap.
If you set it to Clamp, the last value will not wrap around to the first:

If you need to create more custom wrapping, you can also input your own ParticleID and tweak what you want to happen (in the example below, we are just wrapping it around a 64 count).


I want to display wind trail, which disappears, and then new trail with timeout, but, I think, this is not possible: all points will be displayed every frame, there are no possibility to temporarily hide them. So I have to use another output type, not stripe.

Still almost same artifacts

You can generate multiple separate trails at the same time and independently control their lifetime, when they stat/end, etc. Check out this forum post, it has an example of how to accomplish this.

You can use a Set Alive block in your Output to turn off the rendering (temporarily hide) of particles. This forum post has more info.

Set Alive is working, thanks. But how to hide particles, which is incorrectly displayed during animation from start point to the end? I was tried to achiee this via position, but that has no effect

Depending which particle that is. Assuming you want to hide the last (64th particle), you can do something like this:

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For some reason, set alive block is not working, when placed inside the “Output particle quad” block, I can place it only in the “Initialize particle strip” block.
Discarding particular number of the particle is not what I need. I need find some way to “break connection” between “old” and “new” floating particle quads, but don’t know, how to achieve this.
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Did you get a chance to check the link mentioned here?

You need to increment the Strip index. It’s hard saying exactly what’s wrong with your effect without seeing the full graph, but I’m gonna go on a limb and suggest you increase the Strip Capacity in Initialize, and then increment the Strip Index by 1 every time you want to have a separate trail. The abovementioned link has a VFX example attached to it as well.

Sorry. Here is current state of the graph: basically, it’s just default Ribbon system, but with “Sequential: Circle” replacement - I replaced it with “Sequential: line” block to move strips from the zero to the final point, which defined by the wind vector.
Now I will try to adapt your solution

looks like sequential line mode is incompatible with the multiple bursts of particles. So, I think, main idea is find some other way to move all current particles from the start point to the end, and dismiss then, but for now don’t know, how.

Incompatible in which way? Are you getting errors, nothing is rendering, or just some unexpected result?

Also there’s a not very intuitive difference between particleID and particleIndexInStrip.
For the Set Position, try instead of using the particle ID to manually feed the particleIndexInStrip:

A short explanation:
You may be spawning 10 particles in the same frame. However, their order in the strip is not guaranteed to be
0, 1, 2, 3, 4, 5, 6, 7, 8, 9. The particleIndexInStrip attribute, however, is storing specifically what segment in the strip that particle occupies.

7557601--934678--upload_2021-10-8_15-31-38.png

Will try to get useful result someday, but for now I have not enough time, so will switch to usual cloud particle system with flipbook, not stripe

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Just unexpected result