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
>
>
>
>
>
>
>




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