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Thread: Particle calculate crash, and emitter spread regularity problem

  1. #1

    Particle calculate crash, and emitter spread regularity problem

    Hi,

    I have two problems with this scene :

    - the "blood foutain" emitter spread particles as small regular chunks, this is clearly visible at the end of the animation where groups of particles are too separated.
    How could I do to have a clean and regular spreading of the particles ?

    - if I hit the calculate button for this emitter, I have a crash, could you test it on your side please ? and if it's working, could you send to me the resulting pfx file ?

    thanks
    Attached Files Attached Files

  2. #2
    Banned OnlineRender's Avatar
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    EDIT ))))) change blood fountain nozzle - BOX ......calculates fine . . . \/ see bottom post
    Last edited by OnlineRender; 09-12-2010 at 05:20 AM.

  3. #3
    obfuscated SDK hacker Lightwolf's Avatar
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    Without having seen it... make sure your emitter is emitting time based and not frame based to get rid of chunks.

    Cheers,
    Mike

  4. #4
    Banned OnlineRender's Avatar
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    Edit _ I removed the dynimacs for position_ref2 and the scene calculated a bit further ., its a strange rig ,what are using bones for ?

    why when I load the scene are dynimacs already pre loaded , I cant a see a Pfx file , generally when you load a scene up , you need to calcualte , but I can see your particles are already pre loaded ???#

    Edit

    I kept the scene as your default and removed the blood fountain (I know you need it ) , but it calculated fine . . so it's that file . . ill try and see if its your "E" that causing it .
    Last edited by OnlineRender; 09-12-2010 at 05:09 AM.

  5. #5
    Banned OnlineRender's Avatar
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    Aha worked it out , if you change the nozzle shape on the blood fountain - box or anything other than object -vetices , it works cool . ., sorry cant upload scene atm , I dont know why the nozzle shape crashes it , but that is the fault . .

    hope it helps
    Last edited by OnlineRender; 09-12-2010 at 05:34 AM.

  6. #6
    Quote Originally Posted by OnlineRender View Post
    its a strange rig ,what are using bones for ?
    I've replaced all meshes from this scene by nulls, to only get a scene file to upload here.
    The full shot is a zombie head shot

    Quote Originally Posted by OnlineRender View Post
    why when I load the scene are dynimacs already pre loaded , I cant a see a Pfx file , generally when you load a scene up , you need to calcualte , but I can see your particles are already pre loaded ???#
    By default LW calculate a basic motion for particle, calculate is needed for "advanced" interactions like crowd effects or collisions...

    Quote Originally Posted by OnlineRender View Post
    Aha worked it out , if you change the nozzle shape on the blood fountain - box or anything other than object -vetices , it works cool . ., sorry cant upload scene atm , I dont know why the nozzle shape crashes it , but that is the fault . .

    hope it helps
    Yes, thanks a lot, no more crash

    Quote Originally Posted by Lightwolf View Post
    Without having seen it... make sure your emitter is emitting time based and not frame based to get rid of chunks.
    Cheers,
    Mike
    My emitter is set to 2500 particles per second, and so now that the calculate is working... the result is event worst !
    Now I only have big chunks of particles emitted, instead of a regular flow
    I really don't undestand what's happening here...

  7. #7
    Banned OnlineRender's Avatar
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    edit

  8. #8
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    Quote Originally Posted by OnlineRender View Post
    Aha worked it out , if you change the nozzle shape on the blood fountain - box or anything other than object -vetices , it works cool . ., sorry cant upload scene atm , I dont know why the nozzle shape crashes it , but that is the fault . .

    hope it helps
    Hi, just confirmed what Scott said.

    You really need to post the whole scene if you can. Looks like use a Null as the Noozle it's upsetting Lw.

    David

  9. #9
    Quote Originally Posted by dballesg View Post
    Hi, just confirmed what Scott said.

    You really need to post the whole scene if you can. Looks like use a Null as the Noozle it's upsetting Lw.

    David
    My original scene also uses a null...
    This sample scene is almost like the whole scene, their are 4 meshes, but none is directly emitting particles, only nulls are emitting here

  10. #10
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    Quote Originally Posted by Alexx View Post
    My original scene also uses a null...
    This sample scene is almost like the whole scene, their are 4 meshes, but none is directly emitting particles, only nulls are emitting here
    Then if you are using Nulls as Emmiters, I do not see the reason to use the Nozzle Object Vertices. You get the same effect and avoid the crash Using the Nozzle to Box as Steven Scott suggested, and changing the Emmiter Size to 0,0,0.

    David

  11. #11
    Quote Originally Posted by dballesg View Post
    Then if you are using Nulls as Emmiters, I do not see the reason to use the Nozzle Object Vertices. You get the same effect and avoid the crash Using the Nozzle to Box as Steven Scott suggested, and changing the Emmiter Size to 0,0,0.

    David
    Yes, I'hve changed to the BOx Nozzle, and it solved the crash.

    Now my only problem is to get a smooth particle emission, and not chunks every frame.
    Particles are not emitted in between frames, any way to solve this ?

  12. #12
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    Quote Originally Posted by Alexx View Post
    Yes, I'hve changed to the BOx Nozzle, and it solved the crash.

    Now my only problem is to get a smooth particle emission, and not chunks every frame.
    Particles are not emitted in between frames, any way to solve this ?
    Get rid of the Envelopes on Birth Rate, and Motion > Velocity.

    Up your Particle limit to 10000. Calculate and star retouching from there.

    Of course save that under a new Scene so you have the old one a s reference.

    David

  13. #13
    Quote Originally Posted by dballesg View Post
    Get rid of the Envelopes on Birth Rate, and Motion > Velocity.

    Up your Particle limit to 10000. Calculate and star retouching from there.

    Of course save that under a new Scene so you have the old one a s reference.

    David
    This changes nothing, the problem is still here
    Each frame, a group of particles is emitted, instead of having them evenly spawn from the previous frame to the current

  14. #14
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    Quote Originally Posted by Alexx View Post
    This changes nothing, the problem is still here
    Each frame, a group of particles is emitted, instead of having them evenly spawn from the previous frame to the current
    I think I found what it is, it's something between the Generator Size and the Vibration value. If the Generator size it's 0,0,0 and the Vibration it's 0.1 then you got that behavior. Had a look to the attached one to see if it's close of what you want.

    David
    Attached Files Attached Files

  15. #15
    Quote Originally Posted by dballesg View Post
    I think I found what it is, it's something between the Generator Size and the Vibration value. If the Generator size it's 0,0,0 and the Vibration it's 0.1 then you got that behavior. Had a look to the attached one to see if it's close of what you want.

    David
    Nope, the problem is still here, and the flow is not the same at all due to the vibration parameter

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