art3mis Posted December 11, 2019 Share Posted December 11, 2019 (edited) AFAIK the ONLY difference in the 2 attached simulations is that in the 'failed' one I have simply reduced my particle Separation from .05 to .025. In each case the resolution of my collision VDBs is directly tied to this resolution. WTF is happening? What should I try to fix this? I need the increased resolution. Pulling my hair out. Launchv11_025ps.mp4 Launchv8_05ps.mp4 Edited December 11, 2019 by art3mis Quote Link to comment Share on other sites More sharing options...
Atom Posted December 11, 2019 Share Posted December 11, 2019 You can decouple collision separation from particle separation. Run your collision resolution at a fixed value and your particle separation at another. Quote Link to comment Share on other sites More sharing options...
art3mis Posted December 11, 2019 Author Share Posted December 11, 2019 Thanks. Still gaps in my full understanding of FLIP but wouldn't decoupling in this way mean that your collision resolution would be 'coarser' than the particle separation and make the issue worse? Just to clarify I've created a custom Voxel Size parameter on my Flip Object which is a product of Particle Separation * Grid Scale It is this custom Voxel Size parameter I am linking to on my Collision Source SOP>Volume>Voxel Size The problem seems to happen when I increase my resolution (reduce particle separation and hence voxel size). Quote Link to comment Share on other sites More sharing options...
Atom Posted December 11, 2019 Share Posted December 11, 2019 I would use it the other way around. I would make the collision surface have a lower particle separation and raise the fluid particle separation. It's har to say without seeing the HIP. Quote Link to comment Share on other sites More sharing options...
art3mis Posted December 11, 2019 Author Share Posted December 11, 2019 Thanks. Will try enabling Collision Separation override and using ch("particlesep")*.5 as a start. Quote Link to comment Share on other sites More sharing options...
Atom Posted December 11, 2019 Share Posted December 11, 2019 Voxels aren't linear. Half of your particle separation might cause 100x increase in collision resolution. Your simulation time may go up. Quote Link to comment Share on other sites More sharing options...
art3mis Posted December 12, 2019 Author Share Posted December 12, 2019 So used Collision separation override but still have issue. Through trial and error though I think I am getting closer to figuring out why. In 2 tests with the exact same settings, the only thing I changed was the Collision Separation override on my FLIP Object. When it was set to .5 * Particle Separation the simulation fails at around frame 100.(the particles rapidly drain away) When it was set to .25 * Particle Separation the simulation fails on or around frame 40. I checked and OpenCL is NOT enabled on my Solver. The issue seems to go away when I have a coarse Particle Separation of .05 or more. What else could be causing this? Is this possibly memory related?? Launchv12__FLIP_Failure025ps.mp4 Quote Link to comment Share on other sites More sharing options...
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