Liquid cascade flow disruption

Using Max 2012 x64 with Phx 2.0
I’ve noticed in the cascade.max sample scene and in my own tests of a similar setup that when the liquid first reaches the 2nd grid there are a few frames where the liquid does not appear in the 2nd grid.
Is there anything that can be done to reduce this disruption in the flow?

Thanks

in the rendering or in the viewport? it is normal to happen in the viewport, the surface level and the viewport levels are not equal

So far I’ve been looking at the viewport only.
For the cascade sample scene the preview temperatures were indeed different from one grid to the other which explains what I saw.

For my own test scene though, I checked and the preview temperatures and all the other settings were the same for both grids (except for the xyz grid size).
I moved the 1st grid so that there was more overlap between the two grids and now the liquid transfers properly to the second grid.

Now that the fluid passes to the 2nd grid correctly I noticed a sharp edge created (in the render) as the fluid in grid 2 appears on the geometry of the fluid from grid 1.
I checked and it’s the same on the cascade sample scene render too. (see image)

It’s a limitation of the method. In Maya, there is a new experimental method that can make it to 3ds Max if it proves to be better. See here: http://www.chaosgroup.com/forums/vbulletin/showthread.php?69130-New-cascade-method

Thank you for the info!
I tried the link but It says my account does not have permission to access the page.

You should be able to see it now.

Best regards,
Vlado

Thanks It works now!

Would it be possible to add me to the phoenix for maya forum?

I’m sure you’ve already thought of this but out of curiosity could it be possible to employ the concept of gizmo geometry and apply it to define an arbitrary volume in a grid that is skipped by simulation calculations?
Edit 10JUL12: I am of course only talking about possibilities for future development of PhoenixFD