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Found 2 results

  1. Hey everyone! I have a simple hiRes flip simulation with a boat, but I can't mesh it properly. On random frames the middle part is disappears, and I have no idea why. I managed to figure it out it's somehow coming from the Flattening Geometry option but I couldn't solve the problem. Do you have any ideas?
  2. Hi Guys... How are you? I know there is a lot of information there that try to explain why this issue happens. However, I´ve tried to set up a basic scene to replicate the most common problem out there The scene attached is not the final or nothing at all... It was at the point of testing when I'm writing this post HOUDINI COLLISION FLIP ISSUES The main idea is this: Making the inside of the character-filled with liquid (just a little more than half). The liquid MUST be the same at all time. I had to invert signs of the static object to make it "work" And here the magic dust came along. THE LIQUID DISAPPEAR I´ve tried the following attempts with no luck so far: Reduce the grid size to 1 so the voxels of the flips have the same size of particle separation, Reduce the Particle scale to 1 to avoid conflicts in collision Try to multiply the scale by 3 to make it bigger and up the timescale of the solver to match it. I also try to advect the collision field with a volume source with VDB but it was worst and I discard that option in the minute Thoughts: I think it has to be with the particle collision mixture between volumes and particles. For some reason (i think particle accumulation) the solver reaps particles that are very close together and in the next frames, it does the same thing over and over until you are left with no particles at all... I tried to adjust the reseeding and even not reseeding at all and no luck either... It will be SO COOL to finally leave this point crystal clear to avoid future users to melt their brains out Cheers to all Peace! Wolf.rar
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