Great! Thank you, Chris.
Am 10.08.2012 12:48, schrieb Chris Chia:
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