Hm, interesting. For me the bounding box brackets disappear entirely, at least I can't make them out within a couple thousand units of the structure. So either they are ridiculously large or they are not there at all.
For me choosing a different way of deletion doesn't help at all. All manners of deletion cause this misbehaviour. I guess I'm going to have to go the dirty way =/ Any suggestions before I resign to this? On Jun 25, 2013 9:31 AM, <[email protected]> wrote: > with the cloud selected – do the bounding box brackets also seem to > “disappear”? > > if so – yes I do run into this every once in a while – usually when > deleting by agelimit. > on certain frames the whole cloud becomes invisible/unrenderable – the > frame after it’s fine again. > > as said – it also affects the bounding box brackets – which actually don’t > disappear, but become huge – say ten times what they were on the previous > next frame. > I have the hunch that the particles scheduled for deletion are somehow > still affecting certain parameters, with corrupt or rogue values. > > taking out the deletion or doing it some other way, usually gets rid of > the problem – but that’s not always possible of course. > > moving a particle far off is a problem if you are rendering the cloud with > a volume shader, it would cause red frames (memory limit for the shadow > table reached) > unless you do a delete by volume to get rid of them of course. > in the case for delete by agelimit giving problems, I use a condition on > the agelimit, and when reaching a tiny bit less than the limit I delete the > point. > > > > > *From:* Leonard Koch <[email protected]> > *Sent:* Tuesday, June 25, 2013 5:51 AM > *To:* [email protected] > *Subject:* Cloud invisible after deleting some particles > > Hey guys, > > I've run into this issue where if I delete a couple of particles from a > cloud it sometimes makes the whole cloud invisible. > It's a cloud with a couple thousand particles in it that have strands of > varying lengths. The particles and strands are generated by an unsimulated > ice-tree. > > When this happens the cloud is completely invisible, but *you can still > select the remaining particles by pressing Ctrl+A.* And when you focus on > them then by pressing F the camera doesn't focus on {0,0,0} but instead on > the exact spot where those particles should be. > > *The deletion happens at the very very end of the ice tree. Nothing else > gets executed after it*. > > How those particles are deleted doesn't seem to matter either. > I have the same issues occuring if I delete based on strandlength, a > random value or just simply ID. > Some deletions simply cause the cloud to disappear. > > *Here are some examples:* > If I delete all particles with an ID less than 5500 everything is working > fine. > If I delete all particles with an ID less than 5540 the cloud disappears. > If I delete all particles with an ID less than 5610 everything is working > fine. > > Let's say I generate a random value between 0 and 1. > If I delete all particles with a random value less than 0,834 the cloud > disappears. > If I delete all particles with a random value less than 0,720 everything > is working fine. > If I delete all particles with a random value less than 0,69 the cloud > disappears. > If I delete all particles with a random value less than 0,36 everything is > working fine. > If I delete all particles with a random value less than 0,21 the cloud > disappears. > > It appears to be pretty much completely random if the cloud disappears or > works fine. > > Right now the work around is to set the particles I don't want to position > {0, 100000, 0} instead of deleting them which is okay for a quick > production fix, but ultimately a really dirty solution. > > I've already wasted a good part of the day poking at this problem and > haven't been able to figure out the source of this what do I call it? A bug? > > If you've encountered this before or have a hunch what might be causing > this, then please let me know. > > Thanks a lot guys. >

