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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