Re: Particle collision behaves differently after particle count > 4000
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
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
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
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
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
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
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
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
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
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
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