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Author Topic: Scatter on animated surface flickers 2  (Read 1569 times)

TP4705

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Scatter on animated surface flickers 2
« on: October 24, 2015, 06:54:09 PM »
Is this problem fixed in most recent forest pack? I mean FP does not keeping the locked number and positions of objects when animation is applied to a surface. I know workaround with pflow, but it isn't too hygienic.

Thanks

Michal Karmazín

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Re: Scatter on animated surface flickers 2
« Reply #1 on: October 26, 2015, 10:29:41 AM »
Hi,

I suppose you're referring to scenarios like the one mentioned in this "Scattering on animated surface" thread, where the UV space is significantly deformed in time. The possible workaround is to "define the total number of simple "help" surfaces" as shown there.

Actually, the way how the Forest Pack plug-in distribution algorithm works doesn't allow to force total number of items.

Best regards,

JB1439

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Re: Scatter on animated surface flickers 2
« Reply #2 on: November 01, 2015, 06:07:56 AM »
I ve got the same thing happening here , my forest disappears after 50 frames or so  and start flickering 

Michal Karmazín

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Re: Scatter on animated surface flickers 2
« Reply #3 on: November 02, 2015, 09:17:14 AM »
Hi,

That sounds like a different issue. Would you mind to send us your scene (ideally simplified and containing just problematic Forest object(s)) through WeTransfer to support@itoosoft.com to analyse it here? Thanks in advance.

Best regards,

TP4705

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Re: Scatter on animated surface flickers 2
« Reply #4 on: January 02, 2016, 12:06:29 PM »
Hi,

I suppose you're referring to scenarios like the one mentioned in this "Scattering on animated surface" thread, where the UV space is significantly deformed in time. The possible workaround is to "define the total number of simple "help" surfaces" as shown there.

Actually, the way how the Forest Pack plug-in distribution algorithm works doesn't allow to force total number of items.

Yes. Is this that hard to add some option tick in next build of fpp? Using Pflow to workaround makes no sense since pflow is slower with large amount of particles. I can use frost with prt from thinkbox, or other stuff, but only FPP renders that fast with octane.
Please fix this thing asap, its a long standing issue.

nl

Best regards,