Mesh Type animation issues with FlipFluid’s Whitewater

Forums: Mesh Type animation issues with FlipFluid’s Whitewater
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Mesh Type animation issues with FlipFluid’s Whitewater

Postby pegot » Tue Apr 07, 2020 12:59 pm

pegot Tue Apr 07, 2020 12:59 pm
The only way I can get FlipFluid Whitewater elements to animate in final render is by globally setting Mesh Type in Octane Server setting to either Movable or Reshapable. Individual Mesh settings for foam, spray and bubble do not work. Mesh type for the main fluid surface works fine but Whitewater parts will not animate unless that global setting is used. NOTE that using a global setting of Movable will animate Whitewater but not the main fluid itself. So really the only setting to get a complete FlipFluid animation to render correctly is to use a Global Reshapable setting.

Can this be looked into? For simple fluid scenes Global reshapable shouldn’t be an issue but if the scene is more complex with different types of animated and stationary meshes could it become problematic?
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Re: Mesh Type animation issues with FlipFluid’s Whitewater

Postby linograndiotoy » Wed Apr 08, 2020 10:26 am

linograndiotoy Wed Apr 08, 2020 10:26 am
I'll check this.
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Re: Mesh Type animation issues with FlipFluid’s Whitewater

Postby linograndiotoy » Wed Apr 08, 2020 10:51 am

linograndiotoy Wed Apr 08, 2020 10:51 am
It works fine here as long as you set the Object Type to Reshapable for all objects involved in the simulation.
No need to change Global settings.
FlipFluids.PNG
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Re: Mesh Type animation issues with FlipFluid’s Whitewater

Postby pegot » Thu Apr 09, 2020 4:10 am

pegot Thu Apr 09, 2020 4:10 am
linograndiotoy wrote:It works fine here as long as you set the Object Type to Reshapable for all objects involved in the simulation.
No need to change Global settings.

Unless there is something wrong specific to my system, this is not working.

See attached videos. Setting every object in the scene to Reshabable proxy does not work for me. The Whitewater particles stay stationary and only the fluid mesh moves. If rendering just a still frame, then the particles render according to the timeline. But the only way I can get the entire animation to render and move correctly is by setting Global Reshapable. If necessary, I can upload a small sample file.

Also, shouldn’t the actual particles be Moveable or Scatter proxies since, unlike the fluid mesh, the don’t change topology?

[ Play Quicktime file ] Global-Reshabable.mp4 [ 153.18 KiB | Viewed 1325 times ]



Whitewater-Not-Moving.jpg
Win 10
3.7Ghz i9 10900k / 64GB
ASUS STRIX Z490-E
PSU: PowerSpec 850Wd
RTX 3090 Asus Tuff

Network rendering:
Win 10
4.2Ghz i7 7700k / 64GB
AsRock SuperCarrier
PSU: EVGA 1200w
RTX 3080 Ti EVGA Hybrid
RTX 3080 ASUS Tuff
GTX 1080ti SC Black (wc)
pegot
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Re: Mesh Type animation issues with FlipFluid’s Whitewater

Postby linograndiotoy » Thu Apr 09, 2020 9:03 am

linograndiotoy Thu Apr 09, 2020 9:03 am
You're right!
I didn't test this launching an animation but only single renders.
We'll look into that!
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