> 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.

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