particles appear 100s of time at the same place in random #44177

Closed
opened 2015-03-29 16:23:26 +02:00 by mathieu menuet · 22 comments

System Information
Win7 x64

Blender Version
Broken: 2.74
Worked: 2.72b

Short description of error
Particle system with hair and object as duplicate only have limited amount of spots to spawn duplicates which make it impossible to fill an area.

Exact steps for others to reproduce the error
Open attached blend file (nothing fancy, default scene with 2 objects and 1 hair particle system) and increase particle count, they all appear on already used points.
bug_particles_random.blend

By the way, as the particle code is really seriously breaking appart, it would be nice to have a nice working workaround in the mean time. The current one is to replace particles with planes in working versions of Blender like 2.72 or 2.69, make duplicate real, join them and use duplifaces on the resulting objects.
Problem is, it makes render really slow and takes lot of memory, as we have to make the planes transparent.
It would be nice to have a way to make the children (particles) visible for render without the parent (the planes)
Thanks

**System Information** Win7 x64 **Blender Version** Broken: 2.74 Worked: 2.72b **Short description of error** Particle system with hair and object as duplicate only have limited amount of spots to spawn duplicates which make it impossible to fill an area. **Exact steps for others to reproduce the error** Open attached blend file (nothing fancy, default scene with 2 objects and 1 hair particle system) and increase particle count, they all appear on already used points. [bug_particles_random.blend](https://archive.blender.org/developer/F156113/bug_particles_random.blend) By the way, as the particle code is really seriously breaking appart, it would be nice to have a nice working workaround in the mean time. The current one is to replace particles with planes in working versions of Blender like 2.72 or 2.69, make duplicate real, join them and use duplifaces on the resulting objects. Problem is, it makes render really slow and takes lot of memory, as we have to make the planes transparent. It would be nice to have a way to make the children (particles) visible for render without the parent (the planes) Thanks
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @bliblubli

Added subscriber: @bliblubli
Lukas Tönne was assigned by Bastien Montagne 2015-03-30 11:04:37 +02:00

Added subscriber: @mont29

Added subscriber: @mont29

Can confirm, Lukas, think this one is for you?

Can confirm, Lukas, think this one is for you?
Member

This is likely because of the bad way in which particles generate random numbers: it creates a static array of 1000 random values, then selects a value for the different randomization purposes (such as selecting points on a face) based simply on the particle index. This inevitably leads to repetition quite easily. Not something that is easily fixable ...

This is likely because of the bad way in which particles generate random numbers: it creates a static array of 1000 random values, then selects a value for the different randomization purposes (such as selecting points on a face) based simply on the particle index. This inevitably leads to repetition quite easily. Not something that is easily fixable ...
Author

It's a regression actually, it works in 2.72b.
What about the workaround of enabling the possibility of hiding the parent without hiding the children? It would be the equivalent of the "hide emitter" option in particle systems. Until the particle code is rewritten, we seriously need robust workarounds.

It's a regression actually, it works in 2.72b. What about the workaround of enabling the possibility of hiding the parent without hiding the children? It would be the equivalent of the "hide emitter" option in particle systems. Until the particle code is rewritten, we seriously need robust workarounds.

Added subscriber: @candreacchio

Added subscriber: @candreacchio

Added subscriber: @Ace_Dragon

Added subscriber: @Ace_Dragon

Yup the particle functionality is completely useless now, the system completely caved in on the alter of hacking in a hair system for Gooseberry apparently (how are they even managing with that).

What should be done now is remove the particle code entirely and replace it with a basic system good for simple effects and object distribution until it can be made into a new, shiny, and very robust system. It means reducing the particle code back to where it was in version 2.40 or so, but with a much better foundation. I wouldn't even wait until the Gooseberry project is done, leave the broken system in the Gooseberry branch only until then.

It would be better than leaving the broken particles in place or (even worse), just remove the particle button and explain why Blender 2.75 is the only 3D-related software on the planet with no particles.

Yup the particle functionality is completely useless now, the system completely caved in on the alter of hacking in a hair system for Gooseberry apparently (how are they even managing with that). What should be done now is remove the particle code entirely and replace it with a basic system good for simple effects and object distribution until it can be made into a new, shiny, and very robust system. It means reducing the particle code back to where it was in version 2.40 or so, but with a much better foundation. I wouldn't even wait until the Gooseberry project is done, leave the broken system in the Gooseberry branch only until then. It would be better than leaving the broken particles in place or (even worse), just remove the particle button and explain why Blender 2.75 is the only 3D-related software on the planet with no particles.
Author

??? completely remove particles is a bit overreacting? Maybe do the same as for the Depsgraph, give both version parallel, user can choose in the options which one to use (stable simple one or unpredictable full featured one). Maybe take the code from May 2012 as a base : http://phonybone.planetblender.org/ ? 3 years already but it was working and with nodes!

??? completely remove particles is a bit overreacting? Maybe do the same as for the Depsgraph, give both version parallel, user can choose in the options which one to use (stable simple one or unpredictable full featured one). Maybe take the code from May 2012 as a base : http://phonybone.planetblender.org/ ? 3 years already but it was working and with nodes!

Well we need to take into account the fact that the random number generator is the absolute most basic function there is for a particle system (every other feature depends on it). If the generator is broken, then you don't have much in the way of an proper system.

Blender is now in that boat pretty much, and it was suggested that the issues run deep. Hence why it's suggested that the only way forward is to go ahead with an entirely new system right now so users at least have a more stable and predictable system with much better code, even though it's to be said that it would be more basic but with the promise of major enhancements coming in future releases.

Well we need to take into account the fact that the random number generator is the absolute most basic function there is for a particle system (every other feature depends on it). If the generator is broken, then you don't have much in the way of an proper system. Blender is now in that boat pretty much, and it was suggested that the issues run deep. Hence why it's suggested that the only way forward is to go ahead with an entirely new system right now so users at least have a more stable and predictable system with much better code, even though it's to be said that it *would* be more basic but with the promise of major enhancements coming in future releases.

To be honest there are 3 particle bugs now (two of them are the same) and (more than likely) are all caused from this commit: fe8fad54b1

The bug reports in question are:
#44177
#44312
#44353
#43981

Reverting this patch for the main branch of blender would be the best course of action until a more solid solution is created.

To be honest there are 3 particle bugs now (two of them are the same) and (more than likely) are all caused from this commit: fe8fad54b1 The bug reports in question are: #44177 #44312 #44353 #43981 Reverting this patch for the main branch of blender would be the best course of action until a more solid solution is created.

Added subscriber: @zeauro

Added subscriber: @zeauro

bliblubli.
i have a workaround.
Duplicate emitter mesh. Subdivide it a lot with remesh or detail flood fill button in sculpt mode. Then, use decimate modifier to decrease faces count to desired particles amount.

Emit a particle system from 1 particle/face of duplicate. Then, copy this particle system to mesh wanted as an emitter.
Enter particule mode to keep it.

bliblubli. i have a workaround. Duplicate emitter mesh. Subdivide it a lot with remesh or detail flood fill button in sculpt mode. Then, use decimate modifier to decrease faces count to desired particles amount. Emit a particle system from 1 particle/face of duplicate. Then, copy this particle system to mesh wanted as an emitter. Enter particule mode to keep it.

The work around we have been using is generating 256 particles and using interpolated children for the rest...

Workarounds should not be needed though and this should be fixed.

The work around we have been using is generating 256 particles and using interpolated children for the rest... Workarounds should not be needed though and this should be fixed.
Author

thanks zeauro, but our workaround list start to be pretty big regarding only the particles and it all cost a lot of resources so in the end money. Also workaround have their side effects too and don't allow easy modifications. I think you gave me the workaround with dupliface, thanks a lot for that but have a look here: https://developer.blender.org/T44206?workflow=create . In the end, it was a lot of work and we had to revert everything. Now our production is on 2.72b and I test intensively to hopefully be able to have 2.75 in our pipeline.
Any news on those particle nodes from 3 years ago? I couldn't find any info, just that it was financed by the BF.

thanks zeauro, but our workaround list start to be pretty big regarding only the particles and it all cost a lot of resources so in the end money. Also workaround have their side effects too and don't allow easy modifications. I think you gave me the workaround with dupliface, thanks a lot for that but have a look here: https://developer.blender.org/T44206?workflow=create . In the end, it was a lot of work and we had to revert everything. Now our production is on 2.72b and I test intensively to hopefully be able to have 2.75 in our pipeline. Any news on those particle nodes from 3 years ago? I couldn't find any info, just that it was financed by the BF.
Author

In #44177#303161, @zeauro wrote:
bliblubli.
i have a workaround.
Duplicate emitter mesh. Subdivide it a lot with remesh or detail flood fill button in sculpt mode. Then, use decimate modifier to decrease faces count to desired particles amount.

Emit a particle system from 1 particle/face of duplicate. Then, copy this particle system to mesh wanted as an emitter.
Enter particule mode to keep it.

Thanks for the explanation, it may be the reason why our 200+ core machine gives very random results also. It may also be not thread safe. Would be nice if the changes could be reverted back.

> In #44177#303161, @zeauro wrote: > bliblubli. > i have a workaround. > Duplicate emitter mesh. Subdivide it a lot with remesh or detail flood fill button in sculpt mode. Then, use decimate modifier to decrease faces count to desired particles amount. > > Emit a particle system from 1 particle/face of duplicate. Then, copy this particle system to mesh wanted as an emitter. > Enter particule mode to keep it. Thanks for the explanation, it may be the reason why our 200+ core machine gives very random results also. It may also be not thread safe. Would be nice if the changes could be reverted back.

Added subscriber: @guitartom47

Added subscriber: @guitartom47

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'

Added subscriber: @brecht

Added subscriber: @brecht

This was fixed in 86f80c481c.

This was fixed in 86f80c481c.
Author

thank you brecht :)

thank you brecht :)
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
8 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#44177
No description provided.