I have an animated geo that i want to emit fire from. That works perfectly with the normal pyrosolver in the dopnet and I'm happy with the result. However the animated geo that is my pyrosource travels outside of the bounding box after 50 frames and the fire disappears. Animating the bounding box didnt work and i would have to make it huge to fit the entire animation so these options dont work for me. I have been told the pyrosolver sparse would fix this problem as it automatically calculates the bounding box and only solves the areas it has to. I tried building the sim the same way as with the normal pyro solver just with the sparse solver and smokeobject sparse. My input has fuel, temperature and density attributes, that worked perfectly with the other solver. No matter what i try with the sparse solver, it only places a tiny bounding box at the world origin and nothing happens. Do I have to use the sparse pyro solver fundamentally different or is it just one tiny checkbock that i didnt notice. The setup was so easy with the normal solver, isnt the sparse solver basically the same? I'm kinda out of ideas