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Inconsistent smoke animation
#1
Hi again,

I have this animated character and I use tyFlow to "mesh" it and then emit some smoke from this TyMesher.



But the smoke sometimes seems to have little "explosions" in it (frames 357 and 393) :
https://vimeo.com/773051972/726ba05e86


It should be linear as there's no animated keys neither on the FumeFx object nor on the FFX Geom Src.

Do you have any idea what can happen please?
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Max 2021 + FumeFX 5.12 + RTX3090
  Reply
#2
Hello Fabrice,

There is is one solid mesh that is used to emit smoke ?
For a test, could you set Object Velocity to 0.0 in Geom Source - not sure how tymesher sets its transformation matrix for the object it meshes and FumeFX uses it to determine Object Velocity.
I suppose that you use normal velocity as well and this one should not cause issues.
Best regards,
Kresimir Tkalcec
  Reply
#3
Before doing your test I tried to reproduce the bug and know the sim is fine...I dont understand.
If the problem re-appears (I hope not) I'll save the scene apart to make the "Object Velocity to 0.0" test...
-
Max 2021 + FumeFX 5.12 + RTX3090
  Reply
#4
Hello,

No probems - just let me know if it reappears.
Best regards,
Kresimir Tkalcec
  Reply
#5
After checking the bug is here bug at a different frame (515).
I rendered the sim with velocity at 1 (default) and at 0 and the bug happens at 515 in both versions.
I can mail you the previews or the cache folders if you want.


Attached Files Thumbnail(s)
   
-
Max 2021 + FumeFX 5.12 + RTX3090
  Reply
#6
Does caches have saved velocities?
If so, could you please send just 3 caches - 2 caches right before this pop happens and one cache where this pop happens so I can check velocity field.
support@afterworks.com

Thank you!
Best regards,
Kresimir Tkalcec
  Reply
#7
Here they are :
https://protozoaire.filemail.com/d/hvkishxeuavdofx
The pop happens at 515, I sent you 513 to 516 (just in case).
For velocity=1 and velocity=0.

I dont know if they have "velocity field".
(dont know were it is...)

Thanks for taking the time!

Just for testing purpose in the same scene I put the tyflow faces on a still teapot (instead of an animated character)
and there doesnt seem to be any bug.
-
Max 2021 + FumeFX 5.12 + RTX3090
  Reply
#8
Thank you for the cache files, but unfortunately they don't have velocity exported so I can't see whether popping velocities come uniformly from the source, or something else is in question.
Would it be possible to export velocities as well, or even provide the scene ?
Best regards,
Kresimir Tkalcec
  Reply
#9
(11-23-2022, 07:36 PM)Kresimir Tkalcec Wrote: Thank you for the cache files, but unfortunately they don't have velocity exported so I can't see whether popping velocities come uniformly from the source, or something else is in question.
Would it be possible to export velocities as well, or even provide the scene ?
I sent you the scene by mail (it uses Max 2021 + tyFlow 1.011)
-
Max 2021 + FumeFX 5.12 + RTX3090
  Reply
#10
(11-24-2022, 10:47 AM)Fabrice Wrote:
(11-23-2022, 07:36 PM)Kresimir Tkalcec Wrote: Thank you for the cache files, but unfortunately they don't have velocity exported so I can't see whether popping velocities come uniformly from the source, or something else is in question.
Would it be possible to export velocities as well, or even provide the scene ?
I sent you the scene by mail (it uses Max 2021 + tyFlow 1.011)
I received your mail on 14:00
I re-sent back the link but it looks like you dont receive my mails...
-
Max 2021 + FumeFX 5.12 + RTX3090
  Reply
#11
Hello,

The main character consists of many individual meshes and what we get from tyflow's mesher seems not to be very usable for sim.
We gave it a try and from the Geom Source we have removed tymesher as a source and have picked those parts. As a result the simulation went fine and
we were able to set Object Velocity parameter back to 1.0 which gave a very nice fluid motion. tymesher returns incosistent mesh where topology changes, so Object Velocity or face velocity cannot be used.
I hope this helps.
Best regards,
Kresimir Tkalcec
  Reply
#12
(11-25-2022, 01:39 PM)Kresimir Tkalcec Wrote: Hello,

The main character consists of many individual meshes and what we get from tyflow's mesher seems not to be very usable for sim.
We gave it a try and from the Geom Source we have removed tymesher as a source and have picked those parts. As a result the simulation went fine and
we were able to set Object Velocity parameter back to 1.0 which gave a very nice fluid motion. tymesher returns incosistent mesh where topology changes, so Object Velocity or face velocity cannot be used.
I hope this helps.
Thanks for the feedback,
my problem in I need to emit smoke progressively from a part of his body
(selected by the animated box "ptk_area_BOX" that starts with the head and moves to the full body)
that's why I need tyflow.
-
Max 2021 + FumeFX 5.12 + RTX3090
  Reply
#13
(11-25-2022, 02:18 PM)Fabrice Wrote:
(11-25-2022, 01:39 PM)Kresimir Tkalcec Wrote: Hello,

The main character consists of many individual meshes and what we get from tyflow's mesher seems not to be very usable for sim.
We gave it a try and from the Geom Source we have removed tymesher as a source and have picked those parts. As a result the simulation went fine and
we were able to set Object Velocity parameter back to 1.0 which gave a very nice fluid motion. tymesher returns incosistent mesh where topology changes, so Object Velocity or face velocity cannot be used.
I hope this helps.
Thanks for the feedback,
my problem in I need to emit smoke progressively from a part of his body
(selected by the animated box "ptk_area_BOX" that starts with the head and moves to the full body)
that's why I need tyflow.

Could you also emit directly from particles that are progresilvely created on the body instead of mesh that's created from hundreds of small planes (if I got the setup properly)?
Best regards,
Kresimir Tkalcec
  Reply
#14
(11-25-2022, 03:00 PM)Kresimir Tkalcec Wrote:
(11-25-2022, 02:18 PM)Fabrice Wrote:
(11-25-2022, 01:39 PM)Kresimir Tkalcec Wrote: Hello,

The main character consists of many individual meshes and what we get from tyflow's mesher seems not to be very usable for sim.
We gave it a try and from the Geom Source we have removed tymesher as a source and have picked those parts. As a result the simulation went fine and
we were able to set Object Velocity parameter back to 1.0 which gave a very nice fluid motion. tymesher returns incosistent mesh where topology changes, so Object Velocity or face velocity cannot be used.
I hope this helps.
Thanks for the feedback,
my problem in I need to emit smoke progressively from a part of his body
(selected by the animated box "ptk_area_BOX" that starts with the head and moves to the full body)
that's why I need tyflow.

Could you also emit directly from particles that are progresilvely created on the body instead of mesh that's created from hundreds of small planes (if I got the setup properly)?
Yes you're right, I did it and now I dont have any "popping" smoke (and it's more straightforward regarding TyFlow setup), thanks for the advice!
-
Max 2021 + FumeFX 5.12 + RTX3090
  Reply
#15
Glad to hear that alll sims fine now!
Best regards,
Kresimir Tkalcec
  Reply


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