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chris.scherer
09-04-2003, 05:57 PM
Hello,

I am currently trying to do a fairly average blood-cell-animation. I donīt exactly know what should be the problem with that.

I have that deformed-cylinder-cell and some more deformed-cylinder-walls, a particle system pours in one side, some fans carry it around a curve, interparticle avoidance keeps them moving as if floating in some liquid instead of bouncing about, the particles themselves just rotate a bit without any variance.

The animation looks perfect in the viewport, caching in set to standard.

But when I render the sequence, the cells do the weirdest things. Commonly, they just flip-flop for one frame (in 20) about some axis for about 10 degrees. Sometimes, the motion-blur is...irritated.

I checked the instanced group: No animation there whatsoever.

What could be wrong, and how could I cope with that ?

GeneralLethal
09-07-2003, 05:39 AM
Well I don`t know if that is the case here, but I had this problem when rendering a single sequence on many different computers, sometimes one would produce slightly different frames in color, animation, or position of the particles... I didn`t find a solution for that, other than deleting and rendering on something else.

As for the motion blur, I found that fast motion blur (which is activated by setting all the motion blur samples to 0 in xsi 3.0, in 3.5 I`m not sure) works best with particles, even when using instances, so you might want to check that out.

Well I have no idea if any of this will help you, but I hope it does!

chris.scherer
09-08-2003, 05:53 AM
Well, first of all, thanks for the quick reply.

Unfortunately it still jerked around after adjusting motionblur, so I reworked the scene to a simpler particle flow, deformed by curve. Guess what: No collisions with tolerances and stuff, no jerky movement.

Probably the jerky behaviour of particles, hair and other simulated systems is often caused by over-constrained simulation systems. Better just deform by hand.

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