Jump to content

Inconsistent playback.


SteveSayer

Recommended Posts

Folks, this issue is driving me crazy.

 

I've got a scene in which one POP solver creates some primary particles, and then those particles leave trails of other, secondary particles behind them. I'm playing the scene at a non-integer frame value (0.5 frames). The POP solvers are all using 1 substep.

 

But playback is very inconsistent! Sometimes the secondary particles just don't show up during playback. Sometimes they do. It's maddening. I'll play the scene a dozen times and only the primary particles will be visible. Then I'll toggle a bunch of settings--like substeps, DOP network visibility, particle display mode--and sometimes, seemingly at random, the secondary particles will start showing up properly. But I can't for the life of me figure out why it's so inconsistent. Nor can I figure out a bulletproof, reliable series of changes to make things work properly.

 

I've tried sourcing the secondary particles through DOPs as well as through SOPs, The same problem occurs. 

 

I'm at my wit's end--it's very difficult to be productive when half the time my scene won't play properly. Is this a known issue? Can anyone suggest a workaround?

 

Things improve if I cache the original particles first, but that isn't exactly the most efficient workflow when I'm trying to tweak behaviour.

 

Thanks for any suggestions.

Link to comment
Share on other sites

Hi, Skybar. Thanks for the reply.

 

No, switching to integer frames doesn't solve the problem.

 

I'm using the 0.5 playback rate because I'm using the 'all points' emission type, and I need twice as many particles to be emitted as I'd get if I used integer frames. I experimented with a few approaches, and this seemed like the cleanest and most reliable way to have extremely precise control over the number of particles emitted.

Link to comment
Share on other sites

Not using integer frames will probably trickle down to further problems down the road, just saying. Even if it works now, I'd look at other ways before it becomes a habit.

 

Also just post your hip, it's hard to guess whats wrong.

Link to comment
Share on other sites

Thanks. Yeah, I'll try to post a pared-down version of my hip file soon. I just wondered if it was something that was a known issue and could be flagged quickly by someone with more experience than I.

 

It seems to me that for fast-evolving effects it would be pretty common to use oversampling and/or non-integer frames for increased control... it'd be surprising and frustrating to find out that such basic functionality is missing.

 

Thanks again.

Link to comment
Share on other sites

.. it'd be surprising and frustrating to find out that such basic functionality is missing.

 

 

 

Yep - it's usually user error or lack of skills tbh

Link to comment
Share on other sites

just note that changing the playback to integer or not integer frames doesn't have any effect on precision of your sim

the substeps do

 

however what can affect the look of your dopsim during non-integer playback is Interpolate Display Data checkbox on your dopnet, usually it's better off (especially with dying particles, volumes, etc.)

Edited by anim
Link to comment
Share on other sites

Yep - it's usually user error or lack of skills tbh

 

Hah. Point taken, marty--and probably quite correct in this case (read on).

 

just note that changing the playback to integer or not integer frames doesn't have any effect on precision of your sim

the substeps do

 

however what can affect the look of your dopsim during non-integer playback is Interpolate Display Data checkbox on your dopnet, usually it's better off (especially with dying particles, volumes, etc.)

 

Good note, Tomas, thanks. I had been keeping my playback rate in sync with my DopNet substeps, as I found I was experiencing (other) errors otherwise. I'll look into the Interpolate Display Data route instead. Thanks again.

 

As to the inconsistent playback... I think I tracked it down, at least partway:

 

I had been using an expression to control the Impulse Count of the POP Source creating the trailing particles. When there are more primary particles, I needed a higher volume of trailing points being emitted in total. So this expression factored in the point count of the primary particles. To do this I was using npoints() on the primary particles' DOP I/O node in SOPs. For some reason, that seemed to be causing the problem (admittedly not sure exactly why--any thoughts?). Replacing the expression with a constant restored correct emission behaviour.

 

So, I dug a little deeper to find the appropriate expression to get the pointcount of a particle object directly in DOPs. Since switching to that workflow, playback has been consistent--touch wood! I'll keep an eye on it and check back in if I figure out anything new.

 

Thanks for the help, folks.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...