FIXED: Noise TOP causing problems for mat

Something very strange is happening in my network. I have a point sprite mat connected to a geo COMP that’s rendering a particle system. For the point sprite’s color map, I’m using a simple circular ramp multiplied by an oscillation between two colors (very similar to ennui’s tutorial on audio reactive particle systems).

Everything up to this point works great. Then, I tried to add in a second multiplication of a noise top to add a little more texture to my sprite, but then my rendering stopped showing up. I chalked this up to the noise top being too much to map to all those points, so ok, no big deal. Then, I disconnected the noise top and my particle system rendering still wasn’t showing up. So I disconnected the MAT all together, and the particles showed up immediately. Ok… interesting.

Re-map the MAT, and again, no particles show up. At this point I chalked it up to some silly parameter I changed by accident, so I just loaded an old version of my patch and everything worked great again. But just to experiment I simply laid down a noise TOP without connecting it to any part of the network at all. Once again, particles disappear. Even when I delete the noise TOP, the particles don’t come back. And this top isn’t connected to a single part of the MAT’s network or the particles network for that matter. Anyone have any ideas? for reference, I’ll attach my patch to the post (without the noise TOP, i.e. working). Sorry for the long post, I just wanted to be clear and make sure I didn’t make anyone as confused as I am! :slight_smile:
TUIOexample.34.toe (60 KB)

Thanks for reporting this,I’ll fix it in the next build. In the meantime you can avoid this bug by adding a pscale attribute to your particle system by using a Point SOP.
The Noise TOP is changing something in the GL state that is essentially making the default value for pscale to be 0 instead of 1.

Ok great, thanks so much!