Hi Eugen, Are you on SI2013SP1? I will check with the other version if needed...
Chris On 9 Aug, 2012, at 2:27 PM, "Eugen Sares" <softim...@keyvis.at> wrote: > Hello Chris, > tried a precision value of 1000. Still the spheres overlap. > Also, thought that a slower trajectory might give the collision check a > better chance, and reduced gravity. Does not help. > > That "burst" effect was collision check suddenly working at a certain > particle count, but I could not reproduce it any more. > -> a bug most certainly, don't you think? > > Thanks! > Best regards, > Eugen > >> Try tweaking the precision value if you strictly don't want any particles to >> touch one another. A quick prove: something like 1000 should fix the >> penetration problem; but of course resulting in an extreme slowdown in >> performance. >> >> And no out burst at frames when running that simulation. >> >> Cheers. >> Chris >> >> On 8 Aug, 2012, at 12:38 AM, "Eugen Sares" <softim...@keyvis.at> wrote: >> >>> Am 07.08.2012 17:27, schrieb Jeff McFall: >>>> I ran the sim all the way through and it looks correct here. None of the >>>> burst effect from the video. >>> Thanks for answering, Jeff! >>> Do the particles penetrate each other? They do here. >>> >>> in your video example it almost looks like the particle count suddenly >>> jumps.... >>> >>> Nope, the count is continuous. >>> >>> Strangely, after closing and opening the scene, the burst effect at frame >>> 200 does not show up any more, meaning the particles overlap quite often. >>> Weird... >>> Precision is set to 60 in the Simulate node. Am I missing some other >>> parameter relevant for collision? >>> >>>> Jeff >>>> >>>> >>>> -----Original Message----- >>>> From: softimage-boun...@listproc.autodesk.com >>>> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eugen Sares >>>> Sent: Tuesday, August 07, 2012 9:44 AM >>>> To: softimage@listproc.autodesk.com >>>> Subject: Particle collision behaves differently after particle count > 4000 >>>> >>>> Hi, >>>> I've got a simple setup here with "Simulate Bullet Rigid Bodies", where >>>> I'm trying to fill a volume with small spherical particles (radius 0,1). >>>> Testing 2013SP1. >>>> As long as the particle count is below 4000 (for whatever reason), >>>> particles tend to penetrate/clump. >>>> Suddenly at the frame where the count reaches 4000, all particles push >>>> themselves out of their neighbours at once, then simulation continues >>>> normally, with no penetrations. >>>> A bug? I didn't touch any simulation range settings. >>>> >>>> Video (possibly not converted yet): >>>> https://vimeo.com/47089050 >>>> >>>> Scene: >>>> http://www.sendspace.com/file/c0xke5 >>>> >>>> Thanks a lot! >>>> Eugen >>>> >>>> >>>> >>>> >>>> >>>> >>>> >
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