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.
>>
>

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