Hi , nothing weard to make this happend .. Just create a cylinder , create your source inside of it , and make sure your Shelling the collision from the Src Rollout...
example attached..
cheers,
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maybe reverse the normals...
cheers,
Bandu
i dont understand wheres the problem ??
You have about 1000 Voxels in this scene , how you expect an object that is bigger than the Voxel Density to actually build Deflection Voxels precisely enough to not pass through ? when their is not enough Voxels , fume will interpolate between Density .. for this scale ( the one you gave me and show the pic ) its totally normal .. so if you wan things to stay Totally inside perfectly ,:
1) you need to add much more voxels in your simulation so you can actually Build an Accurate Voxelisation around your mesh ..
2) if you don't want to do this for i don't know what reason , a work around is to Create a Smaller Cylinder and restrict this one to be smaller than your full big Matte Cylinder ..Or easier Use a Shell modifier on the cylinder and modify the Shell spacing based on the Grid Size ( you can even do a small expression to update that automatically ) ..
Also killing the Velocity Multiplication should make it easier to keep the fluid Density =0 outside the deflector box
The shell way could be a good work around if you don't want to use spacing but you need about 200 Cubic to get great quality in Fume so good grid + these tricks should do what you want ..
Their was some ideas \ discussions in alpha phases about a Building Voxelisation Independent from General Grid spacing , maybe that could be improved for next Fume Versions ..
hope this help ..
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