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Dead particles not included in render (F12), but visible in viewport
Closed, ResolvedPublicBUG

Description

System Information
Operating system: macOS 10.14 Mojave
Graphics card:

Blender Version
Broken: 2.80, 9c5d1042244, blender2.8, 2018-12-12
Worked: 2.79

Dead Particles that are properly rendered in the viewport are not being rendered using F12. This Bug occurs with Eevee, Workbench and Cycles render engines.

  1. Create a new general file.
  2. add two planes, translate one of them upwards a little bit.
  3. add a particle system to the upper plane with
    • in "Render" set "Render As" to "Object"
    • in "Object" select the default cube as particle object.
    • in "Extra" check Dead
  4. make the bottom plane a collider and turn on "Kill Particles" on collision.
  5. scale the cube down so you can see the particles falling down when starting the animation.
  6. (optional) give the cube a more distinguishable material like dark red to be sure that there are no red spots in the rendered result.
  7. when starting the animation and rendering the scene when some particles have gathered on the lower plane these dead particles will not be rendered.

Event Timeline

Philipp Oeser (lichtwerk) lowered the priority of this task from 90 to 50.Dec 13 2018, 9:42 AM

Confirmed, checking...

Hm, make_duplis_particle_system() seems to be making duplis for dead particles in DAG_EVAL_RENDER as well as DAG_EVAL_VIEWPORT...
Not sure yet why these are not actually rendered, needs further investigation...

I still have same problem. Pls tell ıf there is any progress..

Also encountered this today. Would be nice with a fix but particle nodes is coming, so it will probably be fixed then...hopefully.

Jeroen Bakker (jbakker) changed the subtype of this task from "Report" to "Bug".Jan 20 2020, 12:34 PM

Seems depsgraph related.

When rendering the particles that aren't born are already visible

In viewport the particles that are dead are still visible.

The dead particles are being re-spawned on the emitter as they die. I did some trouble-shooting on this, comparing 2.79 to my current version. I'm currently using 2.81.16. .
I created the setup as described in the above original post in 2.79. All works properly.
I then saved the scene and reopened it in 2.81. It still rendered correctly.
I then created an identical particle system in 2.81 next to the imported 2.79 system. The 2.79 particles rendered ok, but the 2.81 particles did not.
If I change the 2.81 emitter to the 2.79 particle setting, it still does not render correctly.
If I change the 2.79 emitter to the 2.81 particle setting it still renders correctly.
I tried breaking the 2.79 particle emitter, and the only way I could do it was to change the number of particles emitted. Then it will not render properly, Undoing the change will correct the render.

The dead particles are being re-spawned on the emitter as they die. I did some trouble-shooting on this, comparing 2.79 to my current version. I'm currently using 2.81.16. .
I created the setup as described in the above original post in 2.79. All works properly.

I then saved the scene and reopened it in 2.81. It still rendered correctly.
I then created an identical particle system in 2.81 next to the imported 2.79 system. The 2.79 particles rendered ok, but the 2.81 particles did not.
If I change the 2.81 emitter to the 2.79 particle setting, it still does not render correctly.
If I change the 2.79 emitter to the 2.81 particle setting it still renders correctly.
I tried breaking the 2.79 particle emitter, and the only way I could do it was to change the number of particles emitted. Then it will not render properly, Undoing the change will correct the render.

great work, had the same problem. precisely the issue, i can only add a work-around, more of a kludge. for still images at least you can "convert to mesh". i used it for a metaball particle soup and it worked, haha. thanks again.

I am also having this bug in Blender version 2.83