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Source/liquid emitter only emitting for one frame and liquid falling through surfaces

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  • Source/liquid emitter only emitting for one frame and liquid falling through surfaces

    Been a while since i used any emitters for a constant stream of liquid and it's just not working for some reason. I was trying to set up a scene where I could test using multiple grids and transferring liquid between them, but I cant even get the liquid to come out of a source or react with my objects.

    Here's the scene, it's 2012.
    http://we.tl/FjUN9WOwhT

    I press start and get one frames worth of liquid, then it all just falls through the bottom of my grid and straight through my objects without reacting to them. Has something changed in newer versions and i'm just not clicking on a checkbox somewhere?
    I've tried brush/inject, making the emitter object a solid box or a single plane, setting it to emit from just one poly or the whole object, shelling the main object it's falling through and every conservation and advection method available. still just one frames worth of liquid that passes straight through objects as if they dont exist.

    E: Just installed the latest nightly too. no idea what i'm doing wrong here.
    Last edited by Neilg; 14-10-2014, 12:26 PM.


  • #2
    Changed object voxels to circumscribed and it works fine...
    Inscribed or center dont work at all for some reason.

    Different problem now - i'm trying to figure out how to use multiple simulation grids to pass fluids from one to another and i'm loosing a lot of momentum and volume between the sim grids.
    Could anyone who's got a minute maybe take a look at this scene and tell me if i've got it set up correctly?
    I dont know if it's just because my res is low, but it's 2 nights worth of simulation to find that out and it could just as likely be something simple.

    Here's what it looks like - https://www.youtube.com/watch?v=qpbBrVEkoBo&
    3 grids, one top, one for the fall, one in the base. the lines where they join should be pretty obvious... the lurch that they do is every 15 frames, the same frame it makes a restore point of the sim. kind of weird.

    Here's the max file - http://we.tl/SFZlkhTOOK

    thanks in advance for any pointers!
    Last edited by Neilg; 14-10-2014, 01:30 PM.

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    • #3
      good that you figured out the voxel mode issue, i was just around to answer when i saw the second post

      about the transfer scene, you can look to this tutorial , if you still have problems i will look in your scene later
      ______________________________________________
      VRScans developer

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      • #4
        In your scene, what you're missing is to export the velocity channel form the source grids and enable velocity on the transfer source.
        Svetlin Nikolov, Ex Phoenix team lead

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        • #5
          Hooray! Thank you
          I'm starting to learn you need velocity enabled for anything fun, I should have thought of that.

          I'm doing some splash/foam re-sim tests too - these are going well so far
          However I told my foam to have some outside life and set it to 5, and it's been falling through the floor for about 80 frames now. is this number measured in seconds and not frames or something?
          e: 0.25 is working great for me. I also had to drop the default foam settings down to a rate of 2 with a threshold of 25 - i was ending up with a few million by 100 frames in and it was crawling to a halt, but now i'm getting great results. I think i'm nearly ready to expand this.
          Last edited by Neilg; 15-10-2014, 10:18 AM.

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          • #6
            e: have to turn resim off to be able to render it, even if those paths are set correctly
            Last edited by Neilg; 15-10-2014, 01:47 PM.

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            • #7
              Originally posted by Neilg View Post
              Been a while since i used any emitters for a constant stream of liquid and it's just not working for some reason. I was trying to set up a scene where I could test using multiple grids and transferring liquid between them, but I cant even get the liquid to come out of a source or react with my objects.

              Here's the scene, it's 2012.
              http://we.tl/FjUN9WOwhT

              I press start and get one frames worth of liquid, then it all just falls through the bottom of my grid and straight through my objects without reacting to them. Has something changed in newer versions and i'm just not clicking on a checkbox somewhere?
              I've tried brush/inject, making the emitter object a solid box or a single plane, setting it to emit from just one poly or the whole object, shelling the main object it's falling through and every conservation and advection method available. still just one frames worth of liquid that passes straight through objects as if they dont exist.

              E: Just installed the latest nightly too. no idea what i'm doing wrong here.
              ahh this is why it does that on a new scene!
              iv been wondering why that was acting up.....
              thanks

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              • #8
                ha, glad my troubles could help.
                I've learnt so much about phoenix from other peoples issues getting explained on here. more than I have through any other way.

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                • #9
                  Originally posted by Neilg View Post
                  However I told my foam to have some outside life and set it to 5, and it's been falling through the floor for about 80 frames now. is this number measured in seconds and not frames or something?
                  Yup, it's in seconds.

                  Originally posted by Neilg View Post
                  e: have to turn resim off to be able to render it, even if those paths are set correctly
                  If you turn it off, you will render the cache in the Input path. When it's on, you'll render what is in the Resimulation Output path.
                  If everything is fine with those, may I ask for the scene again? Couldn't reproduce it here with a simple test.
                  Svetlin Nikolov, Ex Phoenix team lead

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                  • #10
                    this is kind of embarrassing, but I was rendering on the network and checking one machine when it wasn't working. then when I disabled resim and it worked, I was looking at a different machine. that first machine still doesn't render it...

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                    • #11
                      Umm, so you still have the issue - sim cache can be rendered and re-simulation can Not be rendered with DR? Is the resimulation cache cache folder shared and visible from all render machines, with the proper user permissions for them?
                      Svetlin Nikolov, Ex Phoenix team lead

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                      • #12
                        it's not a phoenix issue - it was a problem with that machine

                        Everything works fine now! tests went well, think i've got my head round it and its ready to scale up.

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                        • #13
                          Whew Good luck then, hope it goes smoothly.
                          Svetlin Nikolov, Ex Phoenix team lead

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