Any workaround for this bug?
Even with high resolution grid all liquid is gone by the end of animation
Any workaround for this bug?
Even with high resolution grid all liquid is gone by the end of animation
Hey,
Which version are you using? This must be fixed in 3.04. Also, did you set ‘consumed liquid’ to zero?
Cheers!
version: 3.04
consumed liquid is set to 0
atm i have another simulation running with a mesh clone and ProOptimizer modifier to reduce the number of vertices.
hey
same problem
120 frames animation
at frame 10 there is 400.000 particles, at frame 40 200.000 and at end almost all particles is gone
preset used
yogurt.zip (1.78 KB)
Um, Consumed Liquid is 0.02 in that preset.
Also, are you absolutely certain that the geometry you have in your scene is closed (watertight) and has no inverted normals or other topology issues? If you substitute the geometry with a very simple one just for the test, is there any difference?
Cheers!
Sorry, on my last simulation Consumed Liquid is set to 0
Also, are you absolutely certain that the geometry you have in your scene is closed (watertight) and has no inverted normals or other topology issues?!
No, but i used 3ds max xview to inspect for inverted normals, geometry seems ok.
I created a proxy, one big cilinder with conform script(the original is a character face with mouth, teeth, tongue drinking the liquid)
The proxy with a lot less details, no teeth, just something that resemble a character with a mouth still kills the particles.
If i run the simulation with no animated geometry, it works well
If you substitute the geometry with a very simple one just for the test, is there any difference?
Yes, one animated sphere and box works fine.
One last question - does increasing the simulator’s resolution affect the issue? Sounds like it would be better to send the scene with the simplified proxy to support so we can debug it.
Thanks!
Hey
the issue persists, doesn’t matter if the simulator spawn 500.000 or 50.000 eventually all particles vanish.
Do you want me to send the scene to support? With Phoenix FD cache files?
Yup, this would be best. Cache file won’t be needed, as long as the scene can reproduce the issue. Thanks very much!