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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