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Time Base  |  timebase – This parameter is used when emitting from particle systems. It allows you to animate the parameters using the age of the particle instead of the timeline frame time.

Absolute Absolute – Parameters of the source will be animated based on the timeline frame time.
Particle Age – Parameters of the source will be animated based on the age of the particle. This way, values at timeline frame 0 will apply to each particle at the moment of its birth, and e.g. values at frame 10 will apply to the particle 10 frames after it was born. This allows particles born at different moments to perform identical animations offset in time. This can be useful e.g. if you want all particles to emit strongly after they are born and reduce their emission after a while, but in case the particles are born through a long period of time, the Absolute mode will change the discharge of all particles together, while Particle Age will allow each particle to have its own copy of the animation.

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Time Scale different than 1 will affect the Particle Age in the Liquid Source. In order to get predictable results you will have to adjust the keyframes using this formula: Time Scale * Time in frames.

Prt Shape | prt_shape – This parameter is used when emitting from particle systems.

Sphere, 1 voxel – Each particle will be the size of one grid cell. Particle sizes and shapes will be ignored.
Sphere, use size – The particle sizes will be used, but the shape will always be spherical.
Sphere, custom size – The particle shape will be spherical and the size will be taken from the Custom Prt Size field.
Use particle shape – The particle shapes will be used as they are provided. This might slow the simulation down if there are a large number of particles.

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When a source emits from non-solid particles in any of the Sphere modes, the simulator traces each moving sphere and emits continuously throughout its trajectory, no matter how fast the particle is moving and how many steps the simulation uses. In a contrary way, in Use particle shape mode, the particles are getting evaluated the same way as regular mesh geometries, so in motion they are sampled only at the simulation steps without filling the trajectory in between the particle positions in time. In such case, if a particle moves very quickly and the simulator has low Steps per Frame, the trajectory of the particle would get interrupted and you should increase the simulation steps in order to keep it continuous.

Custom Prt Size | prtsphsz – Specify a custom size for the particles using this option. The size is in scene units.

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Example: RGB Map Vertex Color

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