Well, thank you either way. Really rather frustrating. I guess I have no other choice than be a dirty dirty toolmaker.
On Tue, Jun 25, 2013 at 6:07 PM, <[email protected]> wrote: > > > guess I'm going to have to go the dirty way =/ > > Any suggestions before I resign to this? > > Good luck ? > > It’s a pain, y > ou can spend ages trying to circumvent the issue and find clever ways to > get to the same end result without buggyness > . > If another deletion method doesn’t change things for you, then there is > not much I can suggest. > 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. >> >

