Yuanfei Posted August 20, 2014 Share Posted August 20, 2014 Hi, I've assigned an fast velocity force in the pyro dop, then I got a very pixelated result like the example below. I followed the thread to add max substep, and change the type of advection method to my dust. It seems help by give it a large number of advect CFL or change the advection method to single step, but those noisy dots are still inside of the volume. What do I need to fix if I want to keep the speed and size of the dust? Thanks for any help. grounddust_odforce.hip Quote Link to comment Share on other sites More sharing options...
Annon Posted August 20, 2014 Share Posted August 20, 2014 That's how it's resolved the density with a fast velocity. Turn your velocity down and start ramping it up until you're happy. Maybe set absolute substeps instead of CFL condition to start with. Quote Link to comment Share on other sites More sharing options...
danw Posted August 20, 2014 Share Posted August 20, 2014 (edited) Agreed, CFL can only react once it detects high velocities. It can give more predictable results to just set a hard minimum substeps, so you don't have to rely on it detecting a trigger condition. Any fluid sim will start to break down if you attempt to make the contents travel across more than a couple of voxels in a single step. Advection substeps won't have nearly as much effect as absolute substeps. It's an accurate pressure solve you're interested in... if you have that, advection tends to work well pretty much regardless. Edited August 20, 2014 by danw Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.