Re: Particle collision behaves differently after particle count > 4000

2012-08-07 Thread Stefan Kubicek

Guys,

I just had a different hickup with the exact same setup where suddenly 
collision with one of my
collision objects would suddenly not work anymore. After saving and reloading 
the scene it
went back to normal behavior. Something _is_ afoul with Bullet RBD in ICE, see 
my other post from yesterday
regarding different issues.

And I just hit yet another one: When assigning an instanced model to a group 
thats already referenced in an ICE tree (e.g. as a GetData node from a drag and 
drop action from explorer into the ice tree) and that node is already connected 
to another node Softimage will bomb out to the CER form and then exit.
Correction: This one has nothing to do with Bullet RBD, it even happens with the basic 
"Emit from geometry" preset ICE Tree.


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








--
---
Stefan Kubicek   Co-founder
---
  keyvis digital imagery
 Wehrgasse 9 - Grüner Hof
   1050 Vienna  Austria
Phone:+43/699/12614231
--- www.keyvis.at  ste...@keyvis.at ---
--  This email and its attachments are
--confidential and for the recipient only--



RE: Particle collision behaves differently after particle count > 4000

2012-08-07 Thread Jeff McFall
they do not appear to intersect in my sim here.

I did notice that they do seem to intersect prior to the burst in your video, 
but I could not tell for sure.
Also I tried to compare the last frame resting positions of the particles in my 
sim and they were close but not exact to that you posted, for whatever that is 
worth.

Strange effect as it seems to be a pretty basic setup.  Precision here is 60 as 
well. 
That is weird.I would think it should work as is.
Reboot and a fresh cup of coffee?













-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eugen Sares
Sent: Tuesday, August 07, 2012 12:38 PM
To: softimage@listproc.autodesk.com
Subject: Re: Particle collision behaves differently after particle count > 4000

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
>
>
>
>
>
>
>






Re: Blending displacement using raylength

2012-08-07 Thread Chris Marshall
OK Thanks all. Been out of the office but will take a look at some of the
suggestions now.

Cheers




On 7 August 2012 16:34, David Thibodeau
wrote:

> **
> Worse case scenario would be to set up two nulls with the right distance
> in your scene, set their global position with an expression (Distance to
> cam) in the Scalar Change Range node (Old Range: Start, Old Range: End) and
> then multiply your displacement with this output value if that makes any
> sense..
>
>
> Hope it helps
>
>
> *Dav♪d Th♪bodeau *|*|* *Artiste 3D *|*| *
> *Tél: (514) 848-0579 (2525)*
>
>
>
>
>
>  --
> *From:* David Thibodeau [mailto:david.thibod...@visionglobale.com]
> *Sent:* August-07-12 11:23 AM
>
> *To:* softimage@listproc.autodesk.com
> *Subject:* RE: Blending displacement using raylength
>
>  Hi Chris,
>
> I've been using in the Render tree the node Scalar State in Ray Lenght
> mode and its working well with the displacement in MR Soft 2012 SP1.
>
> Hope it helps!
>
>
>
> *Dav♪d Th♪bodeau *|*|* *Artiste 3D *|*| *
> *Tél: (514) 848-0579 (2525)*
>
>
>
>
>
>  --
> *From:* Guillaume Laforge [mailto:guillaume.lafo...@autodesk.com]
> *Sent:* August-07-12 11:13 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* RE: Blending displacement using raylength
>
>  Hi Chris,
>
> ** **
>
> I didn’t play with the RenderTree since a very loonngg time but I think
> that you could use the “Intersection Point” from the Vector State node.***
> *
>
> Then you need to get the world position of your camera and get the
> distance to those intersection points. I think that they are evaluated
> before the displacement (assuming you are using MentalRay).
>
> ** **
>
> Cheers,
>
> Guillaume Laforge
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Bradley Gabe
> *Sent:* Tuesday, August 07, 2012 10:54 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Blending displacement using raylength
>
> ** **
>
> Isn't this a cycle dependency situation? Raylength is affected by
> displacement.
>
> ** **
>
> On Tue, Aug 7, 2012 at 10:49 AM, Chris Marshall 
> wrote:
>
> Hi All,
>
> I have a camera very close to a surface which has some displacement detail
> in the very foreground. I'm using the BA raylength shader to try and blend
> this so the displacement reduces the further away from the camera the
> object is. But it doesn't appear to be working. I've tried to clamp the
> scalar range, but even though the BA Raylenth is showing a grad from black
> to white on the object, the displacement never reduces.
>
> Any thoughts on how this might be achieved?
>
> Thanks
>
> ** **
>
> Chris
>
> ** **
>
> ** **
>



-- 

Chris Marshall
Mint Motion Limited
029 2002 5762
07730 533 115
www.mintmotion.co.uk
<><>

Re: Particle collision behaves differently after particle count > 4000

2012-08-07 Thread Eugen Sares

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











RE: Blending displacement using raylength

2012-08-07 Thread David Thibodeau
Worse case scenario would be to set up two nulls with the right distance in 
your scene, set their global position with an expression (Distance to cam) in 
the Scalar Change Range node (Old Range: Start, Old Range: End) and then 
multiply your displacement with this output value if that makes any sense..
 
 
Hope it helps
 

Dav♪d Th♪bodeau || Artiste 3D || 

Tél: (514) 848-0579 (2525)

 



 



From: David Thibodeau [mailto:david.thibod...@visionglobale.com] 
Sent: August-07-12 11:23 AM
To: softimage@listproc.autodesk.com
Subject: RE: Blending displacement using raylength


Hi Chris,
 
I've been using in the Render tree the node Scalar State in Ray Lenght mode and 
its working well with the displacement in MR Soft 2012 SP1.
 
Hope it helps!
 
 

Dav♪d Th♪bodeau || Artiste 3D || 

Tél: (514) 848-0579 (2525)

 



 



From: Guillaume Laforge [mailto:guillaume.lafo...@autodesk.com] 
Sent: August-07-12 11:13 AM
To: softimage@listproc.autodesk.com
Subject: RE: Blending displacement using raylength



Hi Chris,

 

I didn’t play with the RenderTree since a very loonngg time but I think that 
you could use the “Intersection Point” from the Vector State node.

Then you need to get the world position of your camera and get the distance to 
those intersection points. I think that they are evaluated before the 
displacement (assuming you are using MentalRay).

 

Cheers,

Guillaume Laforge

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley Gabe
Sent: Tuesday, August 07, 2012 10:54 AM
To: softimage@listproc.autodesk.com
Subject: Re: Blending displacement using raylength

 

Isn't this a cycle dependency situation? Raylength is affected by displacement.

 

On Tue, Aug 7, 2012 at 10:49 AM, Chris Marshall  
wrote:

Hi All,

I have a camera very close to a surface which has some displacement detail in 
the very foreground. I'm using the BA raylength shader to try and blend this so 
the displacement reduces the further away from the camera the object is. But it 
doesn't appear to be working. I've tried to clamp the scalar range, but even 
though the BA Raylenth is showing a grad from black to white on the object, the 
displacement never reduces.

Any thoughts on how this might be achieved?

Thanks

 

Chris

 

 

<><>

RE: Particle collision behaves differently after particle count > 4000

2012-08-07 Thread Jeff McFall
I ran the sim all the way through and it looks correct here.  None of the burst 
effect from the video.


in your video example it almost looks like the particle count suddenly jumps


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










RE: Blending displacement using raylength

2012-08-07 Thread David Thibodeau
Hi Chris,
 
I've been using in the Render tree the node Scalar State in Ray Lenght mode and 
its working well with the displacement in MR Soft 2012 SP1.
 
Hope it helps!
 
 

Dav♪d Th♪bodeau || Artiste 3D || 

Tél: (514) 848-0579 (2525)

 



 



From: Guillaume Laforge [mailto:guillaume.lafo...@autodesk.com] 
Sent: August-07-12 11:13 AM
To: softimage@listproc.autodesk.com
Subject: RE: Blending displacement using raylength



Hi Chris,

 

I didn’t play with the RenderTree since a very loonngg time but I think that 
you could use the “Intersection Point” from the Vector State node.

Then you need to get the world position of your camera and get the distance to 
those intersection points. I think that they are evaluated before the 
displacement (assuming you are using MentalRay).

 

Cheers,

Guillaume Laforge

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley Gabe
Sent: Tuesday, August 07, 2012 10:54 AM
To: softimage@listproc.autodesk.com
Subject: Re: Blending displacement using raylength

 

Isn't this a cycle dependency situation? Raylength is affected by displacement.

 

On Tue, Aug 7, 2012 at 10:49 AM, Chris Marshall  
wrote:

Hi All,

I have a camera very close to a surface which has some displacement detail in 
the very foreground. I'm using the BA raylength shader to try and blend this so 
the displacement reduces the further away from the camera the object is. But it 
doesn't appear to be working. I've tried to clamp the scalar range, but even 
though the BA Raylenth is showing a grad from black to white on the object, the 
displacement never reduces.

Any thoughts on how this might be achieved?

Thanks

 

Chris

 

 

<>

RE: Blending displacement using raylength

2012-08-07 Thread Guillaume Laforge
Hi Chris,

I didn't play with the RenderTree since a very loonngg time but I think that 
you could use the "Intersection Point" from the Vector State node.
Then you need to get the world position of your camera and get the distance to 
those intersection points. I think that they are evaluated before the 
displacement (assuming you are using MentalRay).

Cheers,
Guillaume Laforge

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley Gabe
Sent: Tuesday, August 07, 2012 10:54 AM
To: softimage@listproc.autodesk.com
Subject: Re: Blending displacement using raylength

Isn't this a cycle dependency situation? Raylength is affected by displacement.

On Tue, Aug 7, 2012 at 10:49 AM, Chris Marshall 
mailto:chrismarshal...@gmail.com>> wrote:
Hi All,
I have a camera very close to a surface which has some displacement detail in 
the very foreground. I'm using the BA raylength shader to try and blend this so 
the displacement reduces the further away from the camera the object is. But it 
doesn't appear to be working. I've tried to clamp the scalar range, but even 
though the BA Raylenth is showing a grad from black to white on the object, the 
displacement never reduces.
Any thoughts on how this might be achieved?
Thanks

Chris


<>

Re: Blending displacement using raylength

2012-08-07 Thread Bradley Gabe
Isn't this a cycle dependency situation? Raylength is affected by
displacement.

On Tue, Aug 7, 2012 at 10:49 AM, Chris Marshall
wrote:

> Hi All,
> I have a camera very close to a surface which has some displacement detail
> in the very foreground. I'm using the BA raylength shader to try and blend
> this so the displacement reduces the further away from the camera the
> object is. But it doesn't appear to be working. I've tried to clamp the
> scalar range, but even though the BA Raylenth is showing a grad from black
> to white on the object, the displacement never reduces.
> Any thoughts on how this might be achieved?
> Thanks
>
> Chris
>
>


Blending displacement using raylength

2012-08-07 Thread Chris Marshall
Hi All,
I have a camera very close to a surface which has some displacement detail
in the very foreground. I'm using the BA raylength shader to try and blend
this so the displacement reduces the further away from the camera the
object is. But it doesn't appear to be working. I've tried to clamp the
scalar range, but even though the BA Raylenth is showing a grad from black
to white on the object, the displacement never reduces.
Any thoughts on how this might be achieved?
Thanks

Chris


Particle collision behaves differently after particle count > 4000

2012-08-07 Thread Eugen Sares

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