Is there any chance you could make this more useful?
Where do I need to move my play head from or to?
I want to restore the animation from that point - how do I do it? - can’t I generate a restore point and then have Phoenix calculate it for me?
I want to carry everything on from frame 52, I move my head to frame 52 - I don’t know where the last restore frame point is.
Can you explain this better please?
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In output rollout, there is a backup interval. Default 14. With default setting Phoenix creates backup frame every 15th frame. Those are the frames you can use to continue (restore) your simulation.
In your case if you are at the frame 52 and you push restore it will continue the simulation from frame 45, latest backup frame. But you have to set the simulation range to start before frame 45. I’d put it on to the zero
Yup, as Lasse said - make sure the start frame doesn’t skip the latest restore frame.
Yyou can see which frame is a backup frame by looking at the Simulation rollout → Cache File Content list. There you can see “Can Restore From Here” for backup frames.
Another thing that comes to mind - are the caches you try to restore from made by a recent simulation? We changed the AUR file format in Phoenix 3.10 (from February), so if the caches are older than that, you won’t be able to restore from them with a new Phoenix.
Cheers!
There doesn’t seem to be anything where it says it can backup from.
[GRID: 100 668 400 cells, 700x314x458]
- Liquid/Temperature (0.00 : 1.00)
- RGB
- Velocity (0.00 : 4030.17)
- Liquid: 242 (Pos,Vel,RGB,ID)
- Foam: 62 (Pos,Vel,Size,ID)
- Splashes: 0
- Mist: 0
- WetMap: 0
* Backup Frame, can Restore From Here
* Simulated with v3.11.00, Build ID: 20180531 for 3ds Max 2018 from May 31 2018
And yes, the original simulation was made before feb - does that mean I need to entirely re-simulate? - that’s an overnight job then.
My issue, is that I simulated last year all of the fluid coming from this figure - for a static shot so it looks lie the fluid is spewing onto the man. The custoemr now wants that animated, and frankly, the chances of me hitting the figure with a decent spray are nil - so I thought I would just continue the animation on.
Stop the emission of fluid from the figure and crank the gravity sphere up to suck up the fluid - except the fluid is orbiting and not goign directly to the can - even on especially high gravity settings. The fluid doesn’t follow in a direct stream. Well, you can see from the video.
I will re-sim the the entire thing tonight
Maybe you can take a look at this scene?
So basically - everything before frame 52 is preparation - the client likes frames 52 as the “final” frame. - I just want it to carry on and flow into the can and die, so I can play it backwards and it looks like a spurt from the can.
Does that make sense?
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Roger that, checking the scene right now..
Hey,
Just checked your scene. Unfortunately all of your geo is open and this is causing very unpredictable results.
In order to get correct simulation make sure you are using proper, shelled geometry that has some thickness (no overlapping faces or vertices, no open edges).
Is that what is really causing the gravity issues? you mean from the figure of the man? - are you sure that is what is causing the problem? because it’s a a real 10 hour simulation. Did you actually test it to confirm?
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The can is solid and that is the only thing that is “killing” anything.
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Hey,
I have reduced the resolution of the sim and ran it so I can get an idea what is going on.
Though when you have such a geo in the sim the results are really unpredictable - it’s not only the body that has geo issues, the can as well. You can run the STL check modifier and it will show you if there are any issues with the geometry.
I have simplified your scene, shelled the body, switched the can with a simple shelled cylinder and used the body force in the scene instead of the gravity to pull the liquid. Here is how it looks.
BodyForce_chaos.zip (6.21 MB)
Thatnks - I also created a new can, but the can itself was the killer object - so you think using a bodyforce produces a better result than gravity?
What about killing the liquid at the end? I can use clear inside the sphere?
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I don’t even know why that fire thing is there? would you be able to send the file over?
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You can find the scene here - https://drive.google.com/file/d/1FBlPi8sfMxkXCxT5UxPR51u7-M4z3sJ2/view?usp=sharing
The Body Force works better than the Max Gravity in this case in my opinion, but you will have to decide what looks best for you 
You can use the sphere or another Non-solid object with clear inside which can kill the liquid.
So this is what I came up with - I realise that havign my gravity just outside the can is collecting it into a ball… I am still curious how the bodyforce gives a better result - and why is your can hollow? is it also a kill shape?
How do you keep it to be a straight stream intothe can without playing around?
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Thanks mate! I’ll give it a try
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I’m still having major problems
See how the fluid just keeps coming well after the outflow has stopped… it seems to hang around and get stuck, is there a way I can just like, kill it somehow?
Otherwise it’s mostly OK - I think the orbit problem at the end comes from the gravity being too strong (well, bodyforce)
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Looks like the liquid particles get stuck to the surface because it’s a solid geometry. You can use a geometry with Clear Inside to deal with that - perhaps a non-solid, non-renderable, slightly extruded copy or the runner’s shape will do?
Cheers!
Eh? you guys told me to make it it solid last time? by making it a shell object - the geometry already has clear inside set. Did you look at the attached file?
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Svetlin meant to make another Non-Solid geometry that has clear inside - it won’t interact with the simulation it will just delete the unwated liquid particles.