Particle Bug when emitting objects #39881
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Reference: blender/blender#39881
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System Information
Windows 7 64bit, Nvidia 660ti
Blender Version
Broken: 2.7
Worked: (optional)
Short description of error
I have group 3 different shaped objects to simulate rock particles in a ground crack simulation. I have then set-up a basic particle system in a basic shape as the emitter. When i first run the animation within blender after setting the particle system, everything works as it should. When it then loops back to the beginning or if i cache the particle system, it all goes slightly weird? the particles seem to float up and down when they have come to rest and do not remain static. I thought this was just an internal glitch and once rendered would resolve, but it doesn't. The glitch does pull through to the render.
It is just a quick 3 sec simulation I'm doing to then work on within a larger animation. I know that there will be better ways of achieving the same effect, however I am pretty new to all this so would greatly appreciate some help. I have attached the blend file and the short rendered clip (both are relatively small files.
Exact steps for others to reproduce the error
alter the particle settings hit play and all will be well, let it run to loop back and check the movement of the resting particles.
TEST_CRACK0001-0075.avi
web_smash2.blend
web_smash2.blend1
Changed status to: 'Open'
Added subscriber: @bena2b
Added subscriber: @mont29
Changed status from 'Open' to: 'Archived'
There is no bug here, it’s just that you use the (default) of one chached baked frame each ten, which means the nine in-between are interpolated. Simply set 'Cache Step' setting to one. :)
Changed status from 'Archived' to: 'Open'
Hi mont29,
I have changed the cache step to one and the error still occurs???
P.S thank you for your help so far,, but I think there is still a little more needed :)
Please see the attached blend files with the cache step set to 1.
play it first time and all seems well, let it loop or cache and then it goes wrong again?
Help!!!
web_smash2.blend
web_smash2.blend1
Changed status from 'Open' to: 'Archived'
I can’t see any difference between first run (cache building) and later ones here?
As for the “floating” effect, this is because you use a 'Random' value for particle damping of 1! Which means some particles will have (nearly) no damping, and will keep dangling around for ever. Physics simulation are rather tricky to get working OK, since we can’t simulate the real things and have to simplify situations quite a lot, but there is no bug here either.