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.
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...
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.
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
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.
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 ?
(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)
(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...
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.
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.
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)?
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!