Bugs in ParticleSystem #42348
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Reference: blender/blender#42348
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System Information
Windows 7, 64BIT, Nvidia 440GT + 780GTX, 16GB RAM, AMDFX 4x3,6GHz, SSD-System-Drive
Blender Version
Blender 2.72a HASH
73f5a41
There are two issues i found while editing/rendering a particle-scene:
1st- an object appears on a position after i press render (sometimes)- its an object to visualize particles to render them on cycles.
This object is placed outside the camera-view and will be seen "sometimes" while rendering.
After rendering its still in the middle of my view- i saved the blend in this status.
2nd- i found out that a particle-system is more stable when i reduce the size under the physics-tab inside the particlesetup (i know substeps does not help everytime!).
When i make them smaller for the physics they are rendered smaller, too. So i´ve tryed to make them bigger by entering a
higher value in the render-tab inside the particlesetup. But when i change the particle-size for rendering, the particle-size for physics are changing, too.
Seems there are two the same fields?
I´ve packed the rendered animation for you in a rar (Jpeg Sequence). You will see issue 1 there when playing the animation.
The blend is there, too. And also 2 screenshots where you can see what im talking about.
Hope you accept Drop-Box links.
The files are here:
https://www.dropbox.com/sh/q6ptfje33pnvsc7/AADUOPecYrLkxV2oizr3q7Dfa?dl=0
NOTE! : I´ve rendered the animation with 2.000.000 particles! For you i changed the amount to a smaller value.
Regards,
Dennis Fassbaender (DF VFX)
Changed status to: 'Open'
Added subscriber: @DennisFassbaender
Added subscribers: @LukasTonne, @Psy-Fi
Any hint as to what actions are done to get that sphere to display would be helpful. Quickly playing with the file here I could not get it to show the sphere.
About display vs physics part, I think @LukasTonne is preparing something here?
Added subscriber: @zeauro
blender 2.72 hash
7429113
I confirm the first problem.
But if you move foampart object to a layer that is not rendered, it does not appear at all.
Second problem is a known limitation.
You have to bake particle system with desired physic size.
Then, you can modify rendered size.
On my System this happend sometimes while rendering. You can see in the Imageseq that it starts to be in viewport permanently some where in the middle of the seq.
Of course, hiding the sphere works fine. Thank you.
Could that be a gpu memory error?
Yes, baking particles could help. In some cases it will not work. In exempel, i use an emitting plane with a boolean intersect modifier before the psystem.
Cache seems not working in this way.
I use this method to fake a reactor system.
Maybe it is better now.
But I don't expect anything from a geometry addition or substraction since many years.
I really miss old reactor system to emit particles from particles events.
But to emit particles from object events, I recommand to use dynamic paint.
you can use it to generate textures or weight groups that will tweak particle system.
Yes missing that, too.
I hope that Particle-Nodes will come and include this reactor-option.
I love using blender, but for VFX its hard to use, because there are "standards" missing, that are importend for visualfx-artists.
In example there is no shadow-only material. Smoke sim is instable when rigidbodys fall in the adaptiv domain, the fluidsim is outdated, sph is missing a mesher. Missing some hair-collision-options, fracture stuff (like modifier from scorpion81) is only avaiable in custombuilds (cell fracture does not have that workflow)....
I will never stop finding my ways in blender, but i wish that developers have an ear for us vfx-artists ;).
Thank you for your answers!
Regards,
Dennis Fassbaender
Added subscriber: @Sergey
Sphere which sometimes appears in the camera view is likely caused by the cache issues in particle simulation. Quite the same happens with rigid body simulation. That would likely changed with the new dependency graph.
As for the second issue, i'd want to ask @lukastoenne.
Changed status from 'Open' to: 'Archived'
The single size property is a known particle limitation, but not a bug. We need a much more flexible particle simulation at some point where render and simulation properties can be decoupled, but hacking this into the current system would not work and/or break tons of other stuff. So i rather consider this a ToDo.