Hi Eugen,
The bullet rigid bodies defect has been logged.
We will quickly look into it. 

Regards,
Chris

-----Original Message-----
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eugen Sares
Sent: Thursday, August 09, 2012 5:56 PM
To: softimage@listproc.autodesk.com
Subject: Re: Particle collision behaves differently after particle count > 4000

Am 09.08.2012 10:46, schrieb Chris Chia:
> Hi Eugen,
> Are you on SI2013SP1?
Yes.
> 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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