The wettmap to the deforming geometry dries very quickly.
Is there a solution?
Tested with the latest Nightlies and stable.
The wettmap to the deforming geometry dries very quickly.
Is there a solution?
Tested with the latest Nightlies and stable.
Interesting! Can you share a scene with this issue?
Thanks!
Hi,
I reproduced the problem and looks like it’s a bug. I tried geometry with different poly count and mesh with fewer polygons preserves more wet map particles (double or more).
Thanks for reporting!
It seems that change of the surface area of a polygon will delete WetParticle.
screen captcha
qasd.zip (52 KB)
The problem of wetmap (sticky) evaporating quickly with deformed objects. Have it solved?
Hey,
Yes - try a latest nightly build ![]()
Cheers!
Nope, sorry, it will need one more change. I will update you when it’s done.
Thank you. I look forward to improvement. ![]()
Alright, so there was an issue which is already fixed, so now if wetmap particles still disappear, you have to increase the Steps Per Frame - this way the wetmap will be able to follow fast moving or deforming geometry.
The latest nightly is all you need ![]()
I don’t have access to the nightlies mate… where can I get them? I thought I did have, but I don’t!
Check this post
- - Chaos Forums
Tell a lie, I have access - forgot the link! don’t worry.
Same problem again - but I am using 15 steps per frame… how much more do I need? Or just until it stops? how can I just do that one section?
Hey,
Is there any improvement after increasing the steps? If so, I’m afraid this would be the way to go until we reimplement how the wetmap attaches to geometry. The exact formula for the current solution is that the wetmap can re-attach to a geometry that moves with velocity of less than roughly 1.5-2 voxels/step.
I hope to fully follow any deformation speed.
Please increase the priority.
This problem is fatal to character animation.
My customer told that “I did not buy Phoenix FD if I knew of this problem.”
Best wishes,
Hey, please do forward the workaround with increasing the steps per frame to the client. I’ll try my best to have it reworked as soon as possible.
Cheers!
Also, if it’s possible to send over a scene which has this issue, it would be greatly appreciated!
@flat the original scene you sent us works correctly if the steps per frame are increased.
Thanks guys!
Thank you. Let’s be able to send scene files.
Not limited to Sticky, will the interaction between fluid and deformation mesh improve in the future?
I’m working right now on changing the algorithm - will update you when the change is in the nightlies.
Cheers!
understand.
Thanx