Particle Emitter set to not render still appears in 3D view, when display set to rendered only. Emitter also appears in all GL Renders and some F12 renders. #37159

Closed
opened 2013-10-20 11:26:41 +02:00 by Andrew Buttery · 11 comments

%%%--- Operating System, Graphics card ---
CPU: intel i7
RAM: 16 GB
GFX: nVidia Geforce 540M
OS: Windows 7 Pro, service pack 1

Blender: 2.49 RC2

- Blender version with error, and version that worked ---

Also found in 2.68a

- Short description of error ---

Particle Emitter set to not render still appears in 3D view when display option set to Rendered only in most cases. Affects both BI and Cycles settings. GL Render always shows the emitter and some F12 renders also dispaly the emitter when they In Cycles rendering (F12) will show the emitter for all render types unless you provide an object, group or billboard.

- Steps for others to reproduce the error (preferably based on attached .blend file) ---

Open Blender; Check set to Blender Render;
Add a particle system to cube; Open render sub-panel and uncheck Emitter
Open 'N' panel in 3D View. Open display sub-panel and check only render.

Expected behavior - the cube should disappear leaving just the particle position indicators.

Actual behavior: The cube is still visible.

See the attached matrix which covers each of the render types (None | Halo | etc) against the different rendering situations:
3D view (Bounding; wireframe; solid; textured; rendered - BI and Cycles)
GL Render
F12 Render (BI and Cycles)

%%%

%%%--- Operating System, Graphics card --- CPU: intel i7 RAM: 16 GB GFX: nVidia Geforce 540M OS: Windows 7 Pro, service pack 1 Blender: 2.49 RC2 - Blender version with error, and version that worked --- Also found in 2.68a - Short description of error --- Particle Emitter set to not render still appears in 3D view when display option set to Rendered only in most cases. Affects both BI and Cycles settings. GL Render always shows the emitter and some F12 renders also dispaly the emitter when they In Cycles rendering (F12) will show the emitter for all render types unless you provide an object, group or billboard. - Steps for others to reproduce the error (preferably based on attached .blend file) --- Open Blender; Check set to Blender Render; Add a particle system to cube; Open render sub-panel and uncheck Emitter Open 'N' panel in 3D View. Open display sub-panel and check only render. Expected behavior - the cube should disappear leaving just the particle position indicators. Actual behavior: The cube is still visible. See the attached matrix which covers each of the render types (None | Halo | etc) against the different rendering situations: 3D view (Bounding; wireframe; solid; textured; rendered - BI and Cycles) GL Render F12 Render (BI and Cycles) %%%
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

%%%Apologies, hit enter before completed. Attempting to attach matrix now...

Section " when they In Cycles rendering (F12) will show the emitter for all render types unless you provide an object, group or billboard" should be deleted - these circumstances are covered in the spreadsheet.%%%

%%%Apologies, hit enter before completed. Attempting to attach matrix now... Section " when they In Cycles rendering (F12) will show the emitter for all render types unless you provide an object, group or billboard" should be deleted - these circumstances are covered in the spreadsheet.%%%

%%%Have a patch here: http://www.pasteall.org/46659/diff

It solves most of the issues (only remaining ones are with Cycles, but imho this is another topic).

Will try to get it reviewed asap.%%%

%%%Have a patch here: http://www.pasteall.org/46659/diff It solves most of the issues (only remaining ones are with Cycles, but imho this is another topic). Will try to get it reviewed asap.%%%

%%%Bastien, looks good if you make these changes:

  • replace "if (ob != scene->obedit)" by "if(ob->mode == OB_MODE_OBJECT)"
  • rename part_skip_object to particle_skip_object, no need for the abbreviation
    %%%
%%%Bastien, looks good if you make these changes: * replace "if (ob != scene->obedit)" by "if(ob->mode == OB_MODE_OBJECT)" * rename part_skip_object to particle_skip_object, no need for the abbreviation %%%

%%%I also notice no changes to Blender Internal in this patch, so I guess there remains a bug in both BI and Cycles still.%%%

%%%I also notice no changes to Blender Internal in this patch, so I guess there remains a bug in both BI and Cycles still.%%%

%%%OpenGL part (viewport and render) has been fixed in r60882.

I do not see any issue with BI? As for Cycles, I’ll let Brecht have a look at it… ;)%%%

%%%OpenGL part (viewport and render) has been fixed in r60882. I do not see any issue with BI? As for Cycles, I’ll let Brecht have a look at it… ;)%%%

This issue was referenced by blender/blender-addons-contrib@f67dda6893

This issue was referenced by blender/blender-addons-contrib@f67dda689349b093ce1d11c2cba5ebb48dba8c45

This issue was referenced by f67dda6893

This issue was referenced by f67dda689349b093ce1d11c2cba5ebb48dba8c45

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'

Closed by commit f67dda6893.

Closed by commit f67dda6893.

Fixed the cycles case as well now, thanks for the report.

Fixed the cycles case as well now, thanks for the report.
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Reference: blender/blender#37159
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