I have implemented two identical particle emitters back to back so that i get a looping animation depicting low-poly smoke. I use a blend texture to resize the particles as they go through their life. I baked all dynamics using the button in the cache section of the simulation and everything loops nicely in the viewport.
The problem is that, although everything shows up correctly in the viewport, the particle system behaves weirdly for the last 60 frames or so of the animation when rendered. The smoke particles spawn more quickly and go through the resizing procedure dictated by the texture super fast, leaving the space empty.
As you can see the cursor is at frame 280 in the screenshot and both solid and rendered view show the smoke particles. When I render the image though, the result is this:
I have tried following solutions without success:
- Use Cycles instead of Eevee
- Have the particles emit only in positive frame ranges as opposed to emitting from -300 to 300
- Following this tutorial for baking particles: How baking works on renderstreet
- restarting blender