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Flip sim sourcing issue


woodenduck

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Hi peeps,

I have an issue with sourcing in a flip sim. It appears that my source geometry has to be present on the first frame for the sim to work. I have three separate sources and three separate fluid objects all switching on and off at different points. Only the one that is present on the first frame gets picked up by the solver. If I timeshift the others so that they are there on frame one they do work, but that's not what I want.

I had something similar with a pyro sim too. I ended up creating some points and moving them way out of shot just to keep the sim 'alive' until my real source showed up.

Am I missing something here? Is there something on the source node that says "Check every frame to see if there is any source geo!"

Thanks for any help,

WD

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Hi peeps,

I have an issue with sourcing in a flip sim. It appears that my source geometry has to be present on the first frame for the sim to work. I have three separate sources and three separate fluid objects all switching on and off at different points. Only the one that is present on the first frame gets picked up by the solver. If I timeshift the others so that they are there on frame one they do work, but that's not what I want.

I had something similar with a pyro sim too. I ended up creating some points and moving them way out of shot just to keep the sim 'alive' until my real source showed up.

Am I missing something here? Is there something on the source node that says "Check every frame to see if there is any source geo!"

Thanks for any help,

WD

Try turning off the resize node in the dop network, if that fixes the problem you need to use the parameters on that node to ensure it doesn't resize below the size required to include all your sources, even the ones that are inactive. If a source is outside the fluid box it is ignored.

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