Okay Joojaa,
Thanks again for your help!
I'm not sure if it's the movement of the sprites that's causing it because when the popping occurs it seems to be the whole particle object (or at least many particles.) and the size of this "popping cloud" is larger than the frequency of the turbulence that is moving them. So it doesn't really make sense to me the whole big group would be moving together like that.
I adjusted the clipping planes (near 1.0 and far 150.0) but the popping is still happening.
I am a little confused HOW I could use just 1 particle object instead of 2 and get the same look. Let me explain in more detail the setup: There are currently 3 particle objects. Particle1 is the emitter particle which doesn't render. It emits particle2 as it rises to form the main plume of the smokestack. At the end of the emitter particle's lifespan it then (in addition to emitting particle2) emits particle3 to simulate the spreading of the smoke. Particle3 has a larger spriteScale, a slower spriteTwistPP, a smaller conserve value, a longer lifespan, and a slower fade out (opacityPP) and the two particles (particle2 and particle3) are connected to two different turbulence fields.
Normally I would write a conditional statement using the particleId to set the different attributes, but I can't use the particleId if they were both the same particle object because particles from the particle2 object are still being emitted when the particle3 object is emitted so I can't just use:
if (particle2.particleId > $someNumber)
{}
since that would get me some of the current particle2 at the bottom of the smokestack instead of just the big particles at the top (what is currently particle3). However, even if I could think of a way to determine if a given particle should be a big one or a little one (maybe link particle1's current normalized lifespan and after the normalized lifespan is greater than .7 or whatever, make it choose to be small or big since they both are emitted at that point? Might work, though I'm a little hazy how to go about that), I'm not sure how to adjust the conserve value (I didn't see conservePP on the list) and I'm not sure how to use the two different turbulences. is there a way to link particles to fields on a per-particle basis?
If you could explain HOW I might get particle2 and particle3 to be just one particle, that would be awesome! I really think that would solve the problem.
Thanks again Joojaa. You've saved my job a couple times now! You're great!
-P