Hey guys,
I’m playing a bit with Krakatoa and XParticles generated from a animated mesh. After a few frames i get this error:
Is that a ram issue since i’m working on my small laptop with only 4 gb ram or is there another problem?
Thanks,
Simon
Hey guys,
I’m playing a bit with Krakatoa and XParticles generated from a animated mesh. After a few frames i get this error:
Is that a ram issue since i’m working on my small laptop with only 4 gb ram or is there another problem?
Thanks,
Simon
I just found out that this error disappears when i deactivate motionblur. So is there anything i can change in the settings?
Usually a memory error, but your screen shows a render in the editor viewport, where Motion Blur isnt working properly anyways.
That’s not the viewport, it’s the picture viewer. But anyways…i was thinking about a memory problem. Maybe the error message could be a bit more specific.
Sorry, I was watching from the mobile, didnt show properly. What does the log say then?
We had this problem logged already.
When motion blur is on and the particle count changes between sub-frames, the bridge seems to see the wrong particle count.
I believe I saw the problem in the code where it was making an assumption whether the other sample will have less but not more (or the other way round) particles, and wasn’t handling one of the possible cases. But it could have been something else, have to check with the developers.
Looking at our records, the bug was moved from “Doing” to “Done For Beta 4” on January 16th.
So we have it fixed internally, but we haven’t posted the new build yet…
Please stay tuned, and thanks for the report!
P.S. The bird looks great!
That sounds great! Good to hear that the beta builds progress so fast.
I worked around this problem by caching X-Particles to disc with Krakatoa PRT saver before rendering.
Then render them from the Krakatoa PRT loader.
Works quite nicely this way!
Cheers,
Raphael