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.
>

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