Answers.Body: <p>This looks like a bug in Nuke's <code>ParticleBounce</code> node. The <code>geometry</code> input is new to Nuke 9, which was released pretty recently.</p>
  <p>That said, the bug seems to manifest only in this idealized environment of two spheres. The first sphere (radius 1) emits the particles, and the second sphere (radius 3) kills them. It is likely because of the exact alignment between vertices that causes it to penetrate.</p>
  <p><strong>Rotating one of the two spheres 0.1 degrees on each axis solves the problem</strong></p>
  <p>In theory, the &quot;real world&quot; wouldn't see this bug as frequently, but I've submitted this bug report to The Foundry.</p>
  <hr />
  <h2>Response from The Foundry</h2>
  <blockquote>
  <p>Thanks very much for providing reproduction script, we can see the
  problem easily. Your comments and script are logged:</p>
  <p>Bug 47417 - ParticleBounce - Leaks with static primitive geometry
  input in some cases</p>
  <p>We recommend checking upcoming release notes for updates on this
  issue.</p>
  </blockquote>
  
Answers.ContentLicense: CC BY-SA 3.0
Answers.CreationDate: 2015-01-15T02:33:28.917Z
Answers.LastActivityDate: 2015-01-26T22:27:43.910Z
Answers.LastEditDate: 2020-06-17T09:53:03.607Z
Answers.UserDisplayName: mhlester
Body: <p>I created a sphere emitting particles in Nuke. Around that sphere is another sphere connected to a particle bounce which is set to kill the particles. Some particles seem to slip through though. Why is this, and how can I fix it?</p>
  
  <p><img src="https://i.sstatic.net/SodjL.png" alt="Nodes">
  <img src="https://i.sstatic.net/RMLUT.jpg" alt="Viewer with particle escaping"></p>
  
  <pre><code>    #! /Applications/Nuke9.0v3/Nuke9.0v3.app/Contents/MacOS//libnuke-9.0.3.dylib -nx
  version 9.0 v3
  define_window_layout_xml {&lt;?xml version="1.0" encoding="UTF-8"?&gt;
  &lt;layout version="1.0"&gt;
      &lt;window x="0" y="23" w="1440" h="873" screen="0"&gt;
          &lt;splitter orientation="1"&gt;
              &lt;split size="910"/&gt;
              &lt;splitter orientation="1"&gt;
                  &lt;split size="34"/&gt;
                  &lt;dock id="" hideTitles="1" activePageId="Toolbar.1"&gt;
                      &lt;page id="Toolbar.1"/&gt;
                  &lt;/dock&gt;
                  &lt;split size="872"/&gt;
                  &lt;splitter orientation="2"&gt;
                      &lt;split size="497"/&gt;
                      &lt;dock id="" activePageId="Viewer.1" focus="true"&gt;
                          &lt;page id="Viewer.1"/&gt;
                      &lt;/dock&gt;
                      &lt;split size="350"/&gt;
                      &lt;dock id="" activePageId="DAG.1"&gt;
                          &lt;page id="DAG.1"/&gt;
                          &lt;page id="Curve Editor.1"/&gt;
                          &lt;page id="DopeSheet.1"/&gt;
                      &lt;/dock&gt;
                  &lt;/splitter&gt;
              &lt;/splitter&gt;
              &lt;split size="526"/&gt;
              &lt;dock id="" activePageId="Properties.1"&gt;
                  &lt;page id="Properties.1"/&gt;
              &lt;/dock&gt;
          &lt;/splitter&gt;
      &lt;/window&gt;
  &lt;/layout&gt;
  }
  Root {
   inputs 0
   name /particle.nk
   frame 47
   format "2048 1556 0 0 2048 1556 1 2K_Super_35(full-ap)"
   proxy_type scale
   proxy_format "1024 778 0 0 1024 778 1 1K_Super_35(full-ap)"
  }
  Sphere {
   inputs 0
   display wireframe
   render_mode off
   radius 3
   name Sphere1
   xpos -417
   ypos 81
  }
  Sphere {
   inputs 0
   name Sphere2
   xpos -410
   ypos -50
  }
  Sphere {
   inputs 0
   display wireframe
   render_mode off
   name Sphere3
   xpos -266
   ypos -144
  }
  push 0
  ParticleEmitter {
   inputs 3
   name ParticleEmitter1
   xpos -261
   ypos -50
  }
  ParticleBounce {
   inputs 2
   out_bounce_mode kill
   in_bounce_mode kill
   object input
   name ParticleBounce1
   selected true
   xpos -261
   ypos 77
  }
  Viewer {
   frame 47
   frame_range 1-100
   name Viewer1
   xpos -261
   ypos 176
  }
  </code></pre>
  
Comments.ContentLicense: CC BY-SA 3.0
Comments.CreationDate: 2015-01-13T13:36:00.510Z
Comments.Text: If the geometry is animated with a displace geo and some noise it is even worse.
Comments.UserDisplayName: Benedikt
Comments.ContentLicense: CC BY-SA 3.0
Comments.CreationDate: 2015-01-14T04:52:26.147Z
Comments.Text: Could you copy/paste the nodes into the question as `code` so the problem can be reproduced?
Comments.UserDisplayName: mhlester
Comments.ContentLicense: CC BY-SA 3.0
Comments.CreationDate: 2015-01-14T15:05:46.077Z
Comments.Text: @mhlester added it
Comments.UserDisplayName: Benedikt
Comments.ContentLicense: CC BY-SA 3.0
Comments.CreationDate: 2015-01-26T22:28:06.757Z
Comments.Text: updated my answer with the response from the foundry. good find!
Comments.UserDisplayName: mhlester
Tags: <nuke>
Title: Nuke particles escaping bounce node with geometry input
UserDisplayName: Benedikt
ThreadText: # Nuke particles escaping bounce node with geometry input
  
  (Asked by: username_0 on 2015-01-13)
  
  I created a sphere emitting particles in Nuke. Around that sphere is another sphere connected to a particle bounce which is set to kill the particles. Some particles seem to slip through though. Why is this, and how can I fix it?
  
  ![Nodes](https://i.sstatic.net/SodjL.png)
  ![Viewer with particle escaping](https://i.sstatic.net/RMLUT.jpg)
  
  ```
      #! /Applications/Nuke9.0v3/Nuke9.0v3.app/Contents/MacOS//libnuke-9.0.3.dylib -nx
  version 9.0 v3
  define_window_layout_xml {<?xml version="1.0" encoding="UTF-8"?>
  <layout version="1.0">
      <window x="0" y="23" w="1440" h="873" screen="0">
          <splitter orientation="1">
              <split size="910"/>
              <splitter orientation="1">
                  <split size="34"/>
                  <dock id="" hideTitles="1" activePageId="Toolbar.1">
                      <page id="Toolbar.1"/>
                  </dock>
                  <split size="872"/>
                  <splitter orientation="2">
                      <split size="497"/>
                      <dock id="" activePageId="Viewer.1" focus="true">
                          <page id="Viewer.1"/>
                      </dock>
                      <split size="350"/>
                      <dock id="" activePageId="DAG.1">
                          <page id="DAG.1"/>
                          <page id="Curve Editor.1"/>
                          <page id="DopeSheet.1"/>
                      </dock>
                  </splitter>
              </splitter>
              <split size="526"/>
              <dock id="" activePageId="Properties.1">
                  <page id="Properties.1"/>
              </dock>
          </splitter>
      </window>
  </layout>
  }
  Root {
   inputs 0
   name /particle.nk
   frame 47
   format "2048 1556 0 0 2048 1556 1 2K_Super_35(full-ap)"
   proxy_type scale
   proxy_format "1024 778 0 0 1024 778 1 1K_Super_35(full-ap)"
  }
  Sphere {
   inputs 0
   display wireframe
   render_mode off
   radius 3
   name Sphere1
   xpos -417
   ypos 81
  }
  Sphere {
   inputs 0
   name Sphere2
   xpos -410
   ypos -50
  }
  Sphere {
   inputs 0
   display wireframe
   render_mode off
   name Sphere3
   xpos -266
   ypos -144
  }
  push 0
  ParticleEmitter {
   inputs 3
   name ParticleEmitter1
   xpos -261
   ypos -50
  }
  ParticleBounce {
   inputs 2
   out_bounce_mode kill
   in_bounce_mode kill
   object input
   name ParticleBounce1
   selected true
   xpos -261
   ypos 77
  }
  Viewer {
   frame 47
   frame_range 1-100
   name Viewer1
   xpos -261
   ypos 176
  }
  
  ```
  
  **Tags:** nuke
  
  > **Comments:**
  > **username_0**: If the geometry is animated with a displace geo and some noise it is even worse.  
  > **username_1**: Could you copy/paste the nodes into the question as `code` so the problem can be reproduced?  
  > **username_0**: @username_1 added it  
  > **username_1**: updated my answer with the response from the foundry. good find!  
  
  ---
  
  ## 1 answers
  
  ### Answer by username_1 on 2015-01-15. Score: 4 | Accepted answer
  
  This looks like a bug in Nuke's `ParticleBounce` node. The `geometry` input is new to Nuke 9, which was released pretty recently.
  
  That said, the bug seems to manifest only in this idealized environment of two spheres. The first sphere (radius 1) emits the particles, and the second sphere (radius 3) kills them. It is likely because of the exact alignment between vertices that causes it to penetrate.
  
  **Rotating one of the two spheres 0.1 degrees on each axis solves the problem**
  
  In theory, the "real world" wouldn't see this bug as frequently, but I've submitted this bug report to The Foundry.
  
  ---
  
  ## Response from The Foundry
  
  > Thanks very much for providing reproduction script, we can see the
  > problem easily. Your comments and script are logged:
  >
  > Bug 47417 - ParticleBounce - Leaks with static primitive geometry
  > input in some cases
  >
  > We recommend checking upcoming release notes for updates on this
  > issue.
  
  
  ---
  
  