[2025.31740] Windows 11 Target POP and lookupindex attribute bugs

Hey there,

So I’m running into 2 bugs which happen ever so often. First is that the target POP in particle systems or feedback loops disconnect for no apperent reason. Only happens with pops, not tops. Secondly,the lookup index attribute in lookup texture POP’s bugs out. Instead of looking at whatever I specified, every once so often it defaults back to P(0) and P(1).

For these issues I can’t really share a .tox, since they seem to happen at random (atleast I haven’t figured out a trigger. It’s not restarting the PC and also not restarting the patch).

It might be updating to a newer version of TD. I’m working on a big project, so I’m not sure if these parts bugged out before or after updating. anyway FYI :slight_smile:
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Just saved something in a old version and reopened in a new one, no changes so that doesn’t seem to be it…

Hi @WaterTheOdds,

thank you for reporting this.

  • by disconnecting, do you mean the reference is lost in the Feedback TOP’s targetpop parameter?
  • you mention that restarting the PC or project is not a trigger, does that mean it happens while the project is running?
  • do you recall any other details or specifics about the project that might help us recreate the issue.

cheers
Markus

Hi Markus,

  • Yes by disconnecting I mean that the reference is lost in both particle POP’s and Feedback POP’s.
  • I’m not quite sure, although I have never witnessed it happening while a specific scene was cooking. I always noticed it when I switched to a new scene, and then after checking the disconnecting has happened in all the operators of all the scenes where those operations where happening.
  • I’ll try to be more alert on what changed when the error occurs again, since I can’t really pin the issue. Couple of things that might be of interest: the patch has over 3000 operators with logic implemented that disables and enables various baseCOMP’s. I haven’t gotten to the optimisation part of the project yet, so I do sometimes exceed 32GB VRAM (In TD it then shows that I use 34 of the 32 gb available..?) when changing scenes. Also the program lately experienced chrashes because of some issues with .dll files loading to get LIDAR’s to work, next to vulcan chrashes because of prototyping with POP’s. I never had the issues with smaller patches, so it may be a performance issue with bigger projects.

I just migrated everything to a new PC, so might not run into problems again. Will update thread if that happens.

Cheers,
Robert

Hi @WaterTheOdds,

thank you for the extra information. Yes, please do let us know when you experience this again.
Regarding memory usage, if the used memory exceeds the gpu memory, the system will shift to system ram which often results in performance degradation but hence you would see things like 34 of 32 or similar.

This sounds like quite the project! Curious to see the result :slight_smile:

all the best
Markus