Flip Fluid evaporation? how to stop it?

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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?
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Hard to guess without .hip
Do you have Closed Boundaries of Flip Object turned on.
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Thank you for an attempt to help understand this.

PradeepBarua
Hard to guess without .hip
Do you have Closed Boundaries of Flip Object turned on.

It's so simple I didn't think you would need one. (I would have added changes needed from the defaults to describe steps to reproduce otherwise.)
I stripped it down to the bare essence once I realized it is in complete violation of the very physics it's suppose to be simulating.
Any change of a Flip Fluid Objects Geometry's point count by even 1 point is in complete violation.

Boundaries makes no difference. The default is off.
Your other thought is unclear I've described it as a FLIP Fluid from Object?! In the AutoDopNetwork generated it has a FlipSolver and a FlipFluidObject with default settings other then as described (only to enhance the effect with more production like settings).

For clarity it's a middle click on the FlipFluidObject to inspect the oddly shrinking Geometry's Point count.
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Hunt down Reseeding and turn it off - search for it in the manual.

As a side note - if you get into computational physics, you'll see you must make approximations on the ‘real world’ otherwise it the computer will process for ever and produce nothing of use
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Yes okay thanks!
AutoDopNetwork FlipSolver1 <TAB>ParticleMotion <SubTAB> Reseeding Particles DISABLED

/obj/AutoDopNetwork/flipsolver1/reseed

Seems that is what made almost all the particles disappear on collision.
Now a particle is a particle and not part of some default Quantum delusion.

MartybNz
Hunt down Reseeding and turn it off - search for it in the manual.
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