Originally posted by georgi.zhekov
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Liquid in a cyclone
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I still don't get it right. Please take a look attached picture. The liquid should go down while picking up speed and turn upwards in the middle. Is there a way to get this done by using Chaos Phoenix?
Then another issue. The fluid is not matching to cyclone geometry. There's some kind of morphing air bubbles where the liquid and cyclone walls should interact. These look very awful during render time and don't exist in real life. I noticed, the smaller the voxels the more you get these. Is there anything I can try to fox these issues. I really need to get this done to move to new projects before I'm out of money.
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As for the "liquid should go down while picking up speed and turn upwards in the middle" - what happens now, can you show us the preview in motion? There are many ways to guide the liquid to go in a certain direction, but it really depends on the result you're after. Do you have any references?
For the liquid around the edges - looks like air pockets. How about if you use the Isosurface render mode with a cutter object? You can check this tutorial how this works - https://docs.chaos.com/display/PHX4M...iquidRenderingGeorgi Zhekov
Phoenix Product Manager
Chaos
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Thanks, actually using Phoenix cutter object helped with that. Anyway I have noticed, whenever tyFlow is involved VRay cutter object has to be inverted. Instead of using exclude mode, one has to use include mode, then tyFlow renders as expected.
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Any ideas on how to move on with the project? The problems are:
1. Airpockets which are getting worse when grid density increases.
2. 3DS Max crashes during tyFlow simulation each time when more than one step/frame is used.
Maybe these two are linked and maybe not. Is there anybody who mix particles with liquid?
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What are the steps to make it crash? Do we just start the Phoenix simulation? Do we sim the liquid first and then just start the play animation button or scrub the timeline?
Which version of Phoenix, 3dsMax and tyFlow are you using? Which version of Windows are you on?
Are you using any specific hardware - CPU with NUMA architecture for example - Threadripper or a Xeon for example?
There are more air pockets when you have a denser grid - the voxels become smaller and the liquid gets more detailed. Adjusting the isosufrace level and using the cutter should get rid of these.Georgi Zhekov
Phoenix Product Manager
Chaos
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Thanks,
I do one way simulation. So first Phoenix while tyFlow is inactive. Then tyFlow by using the Phoenix simulation as a force. The Problem started when I added the Particle Physics operator to tyFlow. It's needed to pile up simulated particles at the junk trap
I'm using 3DS Max 2022, TyFlow 1.029 and Phoeni 5.20..02 Nightly.
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I was told to use VDB instead of AUR. What is the difference?
I have made yet another simulation overnight resulting horrible looking air pockets. Is there anything I could try during simulation time?
I really need to find some solution for this in order to move on to new projects. I have already reduced my monthly salary below 1 000 €, while the average salary in our country is 3 700 € / month. So I'm already running on fumes. I would really appreciate if someone could tell what's going on with the Phoenix/tyFlow.
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