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leak water from moving object

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  • leak water from moving object

    Hello, there has a object and water inside, but lots of water leaked when object moving. The cell size is smaller than object's thickness,I don't know where is the problem, I'm using 3dsmax 2017 and Phoenix 3.1. The max file is in t1.zip in attachment, Thanks.
    Attached Files

  • #2
    Hi,
    there must be some geometry problem because I made a new geo similar to the original and simulation works fine w/o leaks. I'm suspecting that there is some problem with the inner geometry. I'm attaching a scene with my reworked geo which I made from a cylinder.

    t02.zip

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    • #3
      Hi, George, thank you. Perhaps the problem is thickness...

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      • #4
        Originally posted by wensk View Post
        Hi, George, thank you. Perhaps the problem is thickness...
        I still don't know yet but I think the problem is not related to the thickness.

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        • #5
          Hi,George, how to kill the particles out of Cylinder ? Some small particles has out of the Cylinder when it moving.
          Attached Files

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          • #6
            Hi,

            there are two options for work around this problem:
            - You can simulate with thicker walls which may overcome the leaking. After the simulation is done just roll-back the original thickness. There are already cache files so no need for re-simulation.
            - Make a grid-size box and make sure animation is moving in it. Then apply a ProBoolean modifier, select Subtraction operation and Instance radio button under the Start Picking button. Then Start picking and select the animated geometry. The goal here is to make a cylindrical hole inside the box. So, after that make the box non-renderable. This variant is a little bit tricky and may lead to liquid loss but you can try it if the first method doesn't work.

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            • #7
              Thanks, it's the best way.

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              • #8
                SPF? with moving objects it has some importance, no?
                www.mirage-cg.com

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                • #9
                  SPF = more calculations per frame = smoother fluid. This is in general. For fast moving objects or objects emitting with high discharge sometimes high SPF is a must. It really depends on the scene and the final desirable look.

                  You can check the video example in the link:
                  https://docs.chaosgroup.com/display/...iquid+Dynamics

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