ParticlesGPU v2.2.10, TD2023.11600; Mac M1 (but remember this on my Win machine too)
As the title says, I am seeing some green particles in ParticlesGpu and identified the cause to be negative life values, as putting a Limit TOP with Alpha channel mask between 0 and 1 solves the issue. Didn’t go deeper into the root cause, not doing anything funky to cause negative life
hey @joellecharlotte , put a Limit TOP after renderselect5, Limit min/max: Clamp, 0, 1; and make sure you go to the Common page and set the mask so it only affects the alpha:
I still can’t make that happen. The renderselect5 is part of the color calculation and only alpha is effected by the lifetime. Do you have a reproducible example I could check?
@function.store We were trying this again (now on macOS) and still can’t reproduce. Could you share the particlesGPU .tox exhibiting this so we have the same settings as you?
@ben attaching a project file. Note that upon startup it might not exhibit the issue, to make sure it reveals itself you can change the Create parameter to “particles per frame” and then back to “total number of particles” — I think the issue only happens in this mode.
@ben any chance this got resolved somehow?
I tried @function.store advice to add a limitTOP after renderselect5 in the particlesGPU, set it to clamp min/max to 0-1 on the alpha channel, but still have particles generating that should not be there.
I’m using a Kinect2 pointcloud as input.
Apologies Marco, no luck yet. I’ve brought to the attention of our graphics devs but their M1 machines do not display the problem. Furthermore, like you case, the Limit TOP suggested above does not fix it on my machine. There is likely some undefined data in there that is acting differently on different machines/GPUs and making this difficult to fix. We’ll let you know if we can find any solution.