Hi there.
I detected a strange behaviour while testing the new FLIPs. When I add a sink at the attached scene as soon as it deletes some particles, the source stops..well, sourcing.
I´ve used both sinks and FLIPs in the past, so I know this is not the expected behaviour.
I tried both with my own sink box, and the default box, and both show the same problem.
Can anyone quickly confirm this before I submit this as a bug?
H12.0.559, Win 64 here.
thanks.
H12 FLIP fluid not sinking correctly?
7219 5 0- Netvudu
- Member
- 304 posts
- Joined: 5月 2006
- Offline
- Netvudu
- Member
- 304 posts
- Joined: 5月 2006
- Offline
- Netvudu
- Member
- 304 posts
- Joined: 5月 2006
- Offline
- jlait
- スタッフ
- 6413 posts
- Joined: 7月 2005
- Offline
This is a bug, please submit and provide a link to this thread.
Unfortunately, the new sop-based sourcing for FLIP was made very late in the development cycle so there are still some incompatibilities with the old POP based source/sinks.
For this example, you will get much better results by adjusting your Volume Limits to create the kill box you desire rather than using a particle fluid sink. In general, for the fastest FLIP sims, you want to avoid bringing in any particle nodes as they force it to create particle primitives.
The problem seems to be that the particlefluidsink uses Remove Unused Particles to delete the dead particles. But that is also deleting the freshly sourced particles. I'm not sure why the Ensure All Points Are Particles isn't occurring first - I suspect that is the bug.
Unfortunately, the new sop-based sourcing for FLIP was made very late in the development cycle so there are still some incompatibilities with the old POP based source/sinks.
For this example, you will get much better results by adjusting your Volume Limits to create the kill box you desire rather than using a particle fluid sink. In general, for the fastest FLIP sims, you want to avoid bringing in any particle nodes as they force it to create particle primitives.
The problem seems to be that the particlefluidsink uses Remove Unused Particles to delete the dead particles. But that is also deleting the freshly sourced particles. I'm not sure why the Ensure All Points Are Particles isn't occurring first - I suspect that is the bug.
- Netvudu
- Member
- 304 posts
- Joined: 5月 2006
- Offline
- nzabala
- Member
- 66 posts
- Joined: 9月 2008
- Offline
-
- Quick Links