Bugs in ParticleSystem #42348

Closed
opened 2014-10-22 17:02:34 +02:00 by Dennis Fassbaender · 14 comments

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)

**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'

Changed status to: 'Open'

Added subscriber: @DennisFassbaender

Added subscriber: @DennisFassbaender

Added subscribers: @LukasTonne, @Psy-Fi

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?

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

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.

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.

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.

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.

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

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
Lukas Tönne was assigned by Sergey Sharybin 2014-11-04 09:49:00 +01:00

Added subscriber: @Sergey

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.

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.
Member

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Member

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.

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.
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
5 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#42348
No description provided.