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chrispy2001
03-16-2009, 06:03 PM
I'm having problems when i have more than one nParticle in my scene.

A lot of times when I import new nParticles or even add new nParticles to my scene the playback time slows down enormously. Has anyone else experiences this problem?

For the sake of decent playback/processing time versus flexibility should i have the particles assigned to the same nucleus or should they each have their own?

Also when i go to the assign solver menu there is a whole lot old leftover nucleus
nodes i can select from that seem to gather while I'm building my scene. Is there a way i can
delete these or clean them up, which might help with the playback times of my scene.

chrispy2001
03-21-2009, 01:11 AM
ok to answer my own question. Yes it seems incredibly important for each nParticle to have it's own nucleus. for stability, playback and cache reasons.

I'd still love to figure out how to remove the multitudes of nuclei i am gathering from the "Assign Solver" dropdown menu under the nSolver menu ...anyone figured this one out?

Duncan
03-23-2009, 10:39 PM
If you are assigning a new solver to each particle system then there really shouldn't be any unused nucleus nodes (unless you've either deleted particle systems or you assigned a new nucleus to your first particles system). You can also create a particle system with a new solver inside the create options instead of needing to assign one. There is no command to "delete unused nucleus nodes", but you can check yourself to see if a nucleus node is unused(hypergraph list connections) and manually delete it (select it in the outliner and hit delete).

Your problems could be arising from collisions between particles systems. If self collisions are off on a particles system, but collisions are on then when you add another particle system it suddenly has a lot of new particles that it is potentially colliding with. One needs to take care in cases like emitting particles on collision events, because collisions with the emitted particles can create additional events. (it is possible to use collide exclude constraints instead of assigning different solvers, or one can simply turn off collisions if not needed)

If you are having other issues relating to particle systems sharing a solver that are not collision related it would be great if you could submit a bug outlining the problem.

Duncan

chrispy2001
03-24-2009, 11:06 PM
Thanks Duncan, I've gone through the scene and made sure each particle has it's own nucleus, and now it works very efficiently.

I think the problem was when i was either importing particles or duplicating them with an input graph.

Using the hypergraph and optimize scene size i was able to remove the excess nuclei.

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03-24-2009, 11:06 PM
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