Flip Splash leaves little drops almost static in the air

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If I use the checkpoints the whole simulation just disappears. No matter what I do I just cannot see anything. Anyone else has better luck.
Another bug?
mrCatfish
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AndreasOberg
Here are the benchmarks
Global Substeps 1 Min:1 Max: 1 3min 15sec
Global Substeps 1 Min:1 Max: 3 8min 33sec surprised that this is shorter
Global Substeps 1 Min:1 Max: 2 18min 31sec
Global Substeps 2 Min:1 Max: 2 34min 40sec

To me it seems like global really increases time. After that it seems mostly that the size of the shape depends the time. The max 3 is fast, but its because it creates a quite small splash.

Upping global substeps (AFAIK) is really only necessary if you have fast-moving colliders. This is because the collision object is only sampled according to global substeps. However, if you have no fast colliders, it's more efficient to simply increase min/max substeps.

  • Min/max of 1/3 with global of 1 = min/max of 1/3
  • Min/max of 1/3 with global of 2 = min/max of 2/6
Sean Lewkiw
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Machine FX - Cinesite MTL
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AndreasOberg
looks a bit like a drop on a window slowly falling down. Any idea what is going on?
try obj/geo1/fliptank1:Grid Scale with 1.5?hope it helps
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Benyee
AndreasOberg
looks a bit like a drop on a window slowly falling down. Any idea what is going on?
try obj/geo1/fliptank1:Grid Scale with 1.5?hope it helps
Ok, have not really tried that will check. Thanks!

I find that with min 1 and max 3 I do not get the stuck drops. To me its very odd though, how on earth can they detect a collision in mid air when there is nothing there even at min 1 and max 1 steps.
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