Object with mask modifier emits particles mostly from object center #32109

Closed
opened 2012-07-15 13:48:21 +02:00 by Alex Faiad · 7 comments

%%%PROBLEM:
When an object has a mask modifier and a particle system, most or all particles will be emitted from its center in a single line. This also happens with other modifiers in other situations, but I was not able to predict why and how they would happen. But with the mask modifier the problem is sure to happen.

TO REPLICATE:
Create a plane, subdivide it, create a vertex group and insert one or more faces on it, create a mask modifier with this vertex group selected, create the particle system and run the simulation.

WHAT WAS EXPECTED:
The particles should emit only from the non masked faces, and no particle should be emited from the object center.

SYSTEM:
blender 2.63 r46461
Linux Mint 64 bits (also tested on windows XP)
Geforce gtx 460 and other nvidia cards tested.%%%

%%%PROBLEM: When an object has a mask modifier and a particle system, most or all particles will be emitted from its center in a single line. This also happens with other modifiers in other situations, but I was not able to predict why and how they would happen. But with the mask modifier the problem is sure to happen. TO REPLICATE: Create a plane, subdivide it, create a vertex group and insert one or more faces on it, create a mask modifier with this vertex group selected, create the particle system and run the simulation. WHAT WAS EXPECTED: The particles should emit only from the non masked faces, and no particle should be emited from the object center. SYSTEM: blender 2.63 r46461 Linux Mint 64 bits (also tested on windows XP) Geforce gtx 460 and other nvidia cards tested.%%%
Author

Changed status to: 'Open'

Changed status to: 'Open'
Member

%%%I tried recreate my own scene (haven't tried your blend) from your instructions alone here in linux and ran into the exact problem you mention.

While playing around, I noticed that if I mask off, say 2 or 3 faces on one side, and then use grid distribution for the psys, the particles seem to emit in lines that start on the mesh, but keep going past the part that should be masked, clearly creating more particles than it should.

I am thinking that for emitters with a mask mod before the psys, that the line going straight down in this case, are just all of these "extra" particles that should have been masked somehow shooting out of the origin since they don't know where they should be coming out from. Either way, sounds like a minor bug. :)

Also, I noticed that it doesn't appear to happen for hair particles (although in reality, it could just be drawing a few hundred hairs on the same exact origin point, and thus not visible).%%%

%%%I tried recreate my own scene (haven't tried your blend) from your instructions alone here in linux and ran into the exact problem you mention. While playing around, I noticed that if I mask off, say 2 or 3 faces on one side, and then use grid distribution for the psys, the particles seem to emit in lines that start on the mesh, but keep going past the part that should be masked, clearly creating more particles than it should. I am thinking that for emitters with a mask mod before the psys, that the line going straight down in this case, are just all of these "extra" particles that should have been masked somehow shooting out of the origin since they don't know where they should be coming out from. Either way, sounds like a minor bug. :) Also, I noticed that it doesn't appear to happen for hair particles (although in reality, it could just be drawing a few hundred hairs on the same exact origin point, and thus not visible).%%%

%%%Would investigate this issue.%%%

%%%Would investigate this issue.%%%
Author

%%%Thanks =D

I would like to point out that this happens with many other modifiers, including situations where, just using the subsurf modifier on a mesh the same happened. But sometimes it does not happen.

Maybe solving the source of the problem with the mask modifier would solve it with all other modifiers. %%%

%%%Thanks =D I would like to point out that this happens with many other modifiers, including situations where, just using the subsurf modifier on a mesh the same happened. But sometimes it does not happen. Maybe solving the source of the problem with the mask modifier would solve it with all other modifiers. %%%

%%%don't think this is a bug, particles expect the original faces to exist.

while this could be supported - I think this is just limitation in design and not a bug.%%%

%%%don't think this is a bug, particles expect the original faces to exist. while this could be supported - I think this is just limitation in design and not a bug.%%%

%%%Checked on code and TODO list -- it's known design limitation (see constructive modifiers section http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Tools#Particles)

Would close the report as TODO.%%%

%%%Checked on code and TODO list -- it's known design limitation (see constructive modifiers section http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Tools#Particles) Would close the report as TODO.%%%

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
4 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#32109
No description provided.