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Spawn on Collision Headaces
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  • Total Posts: 107
  • Joined: 22 February 2008 04:46 PM

We are doing a shot that requires rain falling and splashing against buildings. Spawn on Collision is giving us allot of crashes. It renders for a while then the pointcloud bounding box collapses to a line in the viewport...from then onwards it renders black frames.
There is nothing weired in the ICE Tree, so it’s hard to understand why it’s happening. I used the same method as the Particle_Spawning_Spawn_on_Collision.scn under the xsi_samples folder.

Anyone else having issues with Spawn on Collision?



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Hi,

Could you confirm which version of XSI you’re using? This issue might have been fixed in 7.1 or 7.5. If it’s repro in 7.5, we’ll need a scene or script which repros the problem so we can fix it.

One common error that causes crashes with spawning is when users spawn particles without using states in which case the memory usage can explode. If the spawned particles spawn themselves, you can end up with hundreds of millions of particles in just a few frames.

Otherwise, we’ll absolutely need steps to reproduce the problem.

Thanks,

.. Ronald



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Hi Ronald,

We are using 7.01.  on Vista 64bit (16G ram)

We’re still having issues with the scene, even when cached and then opened in a new scene and point cloud.

We are using states, together with kill volume boxes to contain the particle amount. The scene is actually very light, because we are not spawning too many particles on Collision. Spawn from spawned particles is off.
On top of that, we are using if states that kills the original particles on collision...just spawned particles survive.

I will investigate further, and will upload you a scene if we don’t come right.

Thanks for the response.



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We did some more testing on this and found two solutions.
1st was to use SPH Fluids to drive the particles. Spawn on Collision worked without crashing, but we could not set speed on the particles as per normal ICE emitters.

2nd was to use spawn on trigger into a new point cloud. It actually gave us more control over the spawned particles (Bounce, slide ext.)

I will upload the original problem scene once we get this shot out the door. Ronald, can I mail it to you, as we are still busy with the project and I don’t want to break any NDA’s with out client, and don’t want this to be public.



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FFS...I spoke too soon. Spawn into new cloud doesn’t render either. This is unbelievable.



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[quote=Werner;21703]FFS...I spoke too soon. Spawn into new cloud doesn’t render either. This is unbelievable.

why it doesn’t render? it should..
On the SPH I can’t support that Speed attribute from the emitter.. but you can add force on emit, and that is’ pretty much like adding the speed but in the (correct if I might say) way.

You can divide the force you add (divide the vector by simulation step), which will give you a better range.
Otherwise your force vector will have to be like 1000 in Y or something like that to make a difference.



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yes, we are using SPH with force applied. It seems to be the only workable solution that renders.
Spawn on collision/trigger with ICE particles does not want to render in our shot.



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yeah but do a little lab scene and find out why isn’t rendering.
Your shot can have multiple things that would make it not render.. just a thought.



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  • Andi
  • Posted: 20 April 2009 03:41 AM

Probably completely unconnected but i was having trouble with spawning and state machines - some particles were born with the wrong stateID - i found driving the stateID of the state node with an integer share node made it behave.



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  • Helli
  • Posted: 20 April 2009 03:44 AM

Or make a sample scene with the same problem and share this one with the community so that we can take a closer look on the problem.



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Here is a test scene. Select the point cloud and watch how the bounding box changes shape , smaller then the actual particle volume. From time to time some particles will shoot off into oblivion.

Any help would be appreciated, and thanks in advance.

Werner



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