Example this…
a sphere as Flip Fluid from Object (with a Y position of 2)
a grid as a Static Object below with volume collision turned off.
the DopNet's flip fluid object is set to
particle separation 0.025 and radius scale 0.5
Frame 1 over 250,000 points
Frame 20 about half way collided has evaporated to under 60,000 points
Frame 40 below 5,000 points
So 98.8% of the fluid points have somehow evaporated upon collision with a simple grid <fact>.
My simple questions are…
How did that happen?
and
How can I stop flip fluids from evaporating seemingly illogically?