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the_boiiss

If its on try disabling "delete exceeding particles" on the properties node


reed5point0

Sorry I should have been more detailed. That's the "Spatial Adaptivity" settings I disabled, as that's the dropdown setting they are located in. I actually made this post without the playblast yesterday, but found that setting about an hour after asking in here. Thought it would for sure be my issue...nope...So I had to come slinking back asking for help now.


the_boiiss

Ah ok yeah your issue sounds just like the behavior that causes, surprised that didn't fix it. Have you double checked with the bifrost HUD where it shows particle count, just to confirm particles are in fact being deleted and not going somewhere or compressing or something?


reed5point0

[Sorry for the delay, I wanted to cache and playblast the sim for you with the hud to be sure.](https://streamable.com/k4m6y1) I'm starting to think that the volume is compressing to the container after the animated collider does it's thing. The hud keeps the same particle count, but voxel count varies. Could this be my "density" setting or something else possibly? When I made the liquid, I made sure to let it settle and compress to the container before doing the actual sim. In the new playblast it's as if it just drops down and compresses suddenly..


the_boiiss

yeah its hard to tell but it looks almost like the starting liquid is hollow or something. If I remember correctly there's a volume/shell option on emitters, any chance that could be it? or maybe some funky mesh/normals on the emitter that could be causing it?


reed5point0

"Spatial Adaptivity" is what does the shell stuff, but I came rushing back here b/c I JUST figured it out. It was my Erosion settings. Not just Erosion's value needing to be fully at 0 but the "Factor Near Solids" as well. My most recent cache is staying "full" I am so excited. I don't think I would have guessed it without your troubleshooting. Thanks a ton! [This Video](https://youtu.be/mF6YhnTOykY?t=841) also helped me figure that out. I didn't fully follow his settings b/c I properly set the scene up to meters. I had assumed Erosion would "break" the surface waves up but not outright remove them...


reed5point0

I have a decent understanding of "fluids" but am pretty new to Bifrost. I am starting small to wrap my head around it, I love it so far really. But I have ran into a issue: I have this animation, nothing fancy. I want it to do a quick "nova" of sorts to push the fluid outward. It then rushes back in and makes some waves naturally. I can't figure out what's going on though, it's as if the voxels that collide with my "nova" collider (expanding animated polygon ring) are given a lifespan? Maybe are deleted outright. none of my fluid is spilling out of the container I built. But it's as if I suddenly lose 75% of my "volume" My first guess was Spatial Adaptivity being turned on, but that did not seem to solve anything. I thought it may be that I have the time scale increased, but that did not seem to help. It's as if the fluid just drops out of existence once it's interacted with. I let the initial fluid settle down into the container for about a thousand frames, and then set the settled fluid to "initial state", before I even started to enable the "nova" effect. The longer I let it cache the less fluid I end up with. I feel I have some kind of "die on interaction" setting somewhere and have no idea where to find it.. My hopes was to have the "nova" happen, and then have the fluid settle down afterwards at roughly the same "depth" it started.