> guess I'm going to have to go the dirty way =/ > Any suggestions before I resign to this? Good luck ? It’s a pain, you 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, <pete...@skynet.be> 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 Sent: Tuesday, June 25, 2013 5:51 AM To: softimage@listproc.autodesk.com 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.