State:New|TargetRelease:No Target|icon_bug|icon_nuke|database:public|Resolution:Fixed|BugID:161929|
A script with a particle emitter tends to simulate particles even when
that simulation is not required to view the current node.
This can take an extremely long time, depending on the particle network
and the time scales involved.
Customer reported version
Nuke 8.0v6 & 9.0v5
Customer reported platform
Mac/Windows/linux Fedora 19
Steps to reproduce
1) Open Script, setup a particle system ( e.g create a ParticleEmitter, attach it to a Camera, Scene, ScanlineRender )
2) Setup a few keframes with the ParticleEmitter
3) Create another particle setup
4) Modify the new ParticleEmitter over a few frames.
Result: Sometimes, the original ParticleEmitter will start to simulate, when the Viewer is not connected to the node.
Workaround
Unknown.
Reproduced by support
Nuke 12.2v3 - Windows 10
Nuke 12.2v1 - Windows 10
Nuke 12.1v1 - Windows 10
Nuke 12.0v1 - Windows 10
Nuke 11.1v1 - Windows 10
Nuke10.0v6 - Windows 7
Nuke 8.0v6 & 9.0v5 OS, Mac/Windows/linux Fedora 19
Nuke 7.0v1 & 9.0v6 MacOS 10.10.2
Earliest version tested
- This issue appears to be in all versions of the product
Expected behavior
Particles should only re-simulate when visible within the Viewer
Actual behavior
Sometimes the ParticleEmitter will re-simulate when not viewed, causing unneeded wait times.
We're sorry to hear that
Please tell us why