I have been searching forums for a solution for a few days now. I have a simple scene where there's a bottle that I want filled with water, but as soon as I emit the fluid particles with a flip object, within 10 frames, 99% of the particles are gone and I'm left with a tiny bit of water at the bottom of the bottle.
I've tried a lot of suggestions that I've seen in other forums, but after trying each of them I haven't found a fix to this problem:
- changing the substeps. This is what I did first, but I got to about 150 substeps before I gave up and it was taking a few minutes per frame and it still didn't fix anything
- changing the particle radius scale and grid scale, but this just makes it take a lot longer to cache
- changing my collision node from being a static solver to a rigid body solver, where I used a volume collision with RBD to hopefully be better than a static solver collision.
- changing my bottle collision geometry to be super thick to help with collisions. This changed nothing
- disabling reseeding. This actually did change somethin when combined with applying particle separation and the particle count stayed consistent. The problem now is that they were still collapsing on each other and testing all of the other solutions again didn't help this problem.
- applying particle separation. This helped after turning off reseeding, but the particles still collapse on themselves quite a bit. I lose about 80% of the volume. I played with the sepration scale and iterations, but I either lose a bunch of volume, blast the particles through the bottle with how strong the separation is, or turn it into a giant ball of particles
I've attached my hip file if that would be helpful to look at.

