Dynamic Paint Sub-Steps not working when Canvas is moving #48797

Closed
opened 2016-07-06 13:41:13 +02:00 by BernhardS · 10 comments

System Information
AMD 1090t, Geforce 750ti, Windows 7 64bit

Blender Version
Broken: Blender 2.77a, abf6f08

Short description of error
When using dynamic paint with a moving canvas, the "Sub-steps"-setting does not have any influence. The baking-result ist always as if Sub-Steps was 0.

Exact steps for others to reproduce the error
Select the left Plane-object ("Canvas_Moving"), go to physics-tab and "Bake Image Sequence". View the resulting image files.
For comparison, the right Plane-object is static, with a moving brush and the same settings. When baking the images, it will result in a continuous line.
The screenshot shows my results: Left (green) is the moving canvas, right (red) the static one. Upper pictures show the result when using Sub-Steps=0, Lower shows Sub-Steps=10,
dynapaint.blend

SubSteps_DynaPaint.jpg

**System Information** AMD 1090t, Geforce 750ti, Windows 7 64bit **Blender Version** Broken: Blender 2.77a, abf6f08 **Short description of error** When using dynamic paint with a moving canvas, the "Sub-steps"-setting does not have any influence. The baking-result ist always as if Sub-Steps was 0. **Exact steps for others to reproduce the error** Select the left Plane-object ("Canvas_Moving"), go to physics-tab and "Bake Image Sequence". View the resulting image files. For comparison, the right Plane-object is static, with a moving brush and the same settings. When baking the images, it will result in a continuous line. The screenshot shows my results: Left (green) is the moving canvas, right (red) the static one. Upper pictures show the result when using Sub-Steps=0, Lower shows Sub-Steps=10, [dynapaint.blend](https://archive.blender.org/developer/F319835/dynapaint.blend) ![SubSteps_DynaPaint.jpg](https://archive.blender.org/developer/F319836/SubSteps_DynaPaint.jpg)
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @BernhardSteuer

Added subscriber: @BernhardSteuer

#102122 was marked as duplicate of this issue

#102122 was marked as duplicate of this issue

#84524 was marked as duplicate of this issue

#84524 was marked as duplicate of this issue

Added subscriber: @mont29

Added subscriber: @mont29

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Bastien Montagne self-assigned this 2016-07-15 19:12:47 +02:00

That’s not really a bug, more like a known limitation of the current design… Thing is, canvas requires some more complex pre-processing than 'painting' object, which is only done once per frame… Maybe this could be done otherwise, but we are not in bug domain here, would really consider this a TODO.

Thanks for the report anyway.

That’s not really a bug, more like a known limitation of the current design… Thing is, canvas requires some more complex pre-processing than 'painting' object, which is only done once per frame… Maybe this could be done otherwise, but we are not in bug domain here, would really consider this a TODO. Thanks for the report anyway.
Member

Added subscribers: @Kyubendo, @lichtwerk

Added subscribers: @Kyubendo, @lichtwerk
Member

Added subscriber: @DamianWinnichenko

Added subscriber: @DamianWinnichenko

In #48797#381778, @mont29 wrote:
That’s not really a bug, more like a known limitation of the current design… Thing is, canvas requires some more complex pre-processing than 'painting' object, which is only done once per frame… Maybe this could be done otherwise, but we are not in bug domain here, would really consider this a TODO.

Thanks for the report anyway.

I also noticed that the particle system has its own substeps setting, which sometimes leads to the same issue. I think, what Blender really needs in that regard is global substeps for frame sampling. That would eliminate all issues where an object is animated with keyframes interacting with other solvers, like particles, dynamic paint, RBD, etc...

> In #48797#381778, @mont29 wrote: > That’s not really a bug, more like a known limitation of the current design… Thing is, canvas requires some more complex pre-processing than 'painting' object, which is only done once per frame… Maybe this could be done otherwise, but we are not in bug domain here, would really consider this a TODO. > > Thanks for the report anyway. I also noticed that the particle system has its own substeps setting, which sometimes leads to the same issue. I think, what Blender really needs in that regard is global substeps for frame sampling. That would eliminate all issues where an object is animated with keyframes interacting with other solvers, like particles, dynamic paint, RBD, etc...
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Reference: blender/blender#48797
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