Nether visibility nor OpenSubDiv settings work with FlipFluids. Whatever settings are enabled for the fluid surface automatically get set back to their defaults on the next frame.
In view port mode, only the current frame will be rendered with the correct Octane properties settings. As soon as the play head is moved, the check boxes revert back to their defaults.
And if one initiates a direct render, no frames are rendered with the desired Octane properties - all settings are immediately set back to defaults.
Octane Properties in Data tab do not work with FlipFluids
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Before posting a bug report, please check the following:
1. That the issue has not already been disclosed
2. That the issue is specific to this plugin, and not Octane in general (Try reproducing it in Standalone)
Bugs related to the Octane Engine itself should be posted into the Standalone Support sub-forum.
All bug reports should include the information below, along with a detailed description of the issue and steps to reproduce it.
A. Operating System, including version (i.e. Win 7, OSX 10.11.2, Ubuntu 14.04, etc.)
B. Graphics Card(s) model (i.e. GTX 580 - 3GB, TITAN, etc.)
C. RAM Capacity (i.e. 6 GB)
D. Nvidia driver version (i.e. 7.50, 7.5.22)
E. OctaneRender Standalone version, if installed (i.e. 2.24.2, 2.23, etc.)
F. OctaneRender plugin version (i.e. v2.25 - 2.21)
G. Host application version, including build number if available (i.e. 3ds Max 2016 Build 18.0)
Before posting a bug report, please check the following:
1. That the issue has not already been disclosed
2. That the issue is specific to this plugin, and not Octane in general (Try reproducing it in Standalone)
Bugs related to the Octane Engine itself should be posted into the Standalone Support sub-forum.
All bug reports should include the information below, along with a detailed description of the issue and steps to reproduce it.
A. Operating System, including version (i.e. Win 7, OSX 10.11.2, Ubuntu 14.04, etc.)
B. Graphics Card(s) model (i.e. GTX 580 - 3GB, TITAN, etc.)
C. RAM Capacity (i.e. 6 GB)
D. Nvidia driver version (i.e. 7.50, 7.5.22)
E. OctaneRender Standalone version, if installed (i.e. 2.24.2, 2.23, etc.)
F. OctaneRender plugin version (i.e. v2.25 - 2.21)
G. Host application version, including build number if available (i.e. 3ds Max 2016 Build 18.0)
Bump.
Have devs had an opportunity to look into this yet?
Have devs had an opportunity to look into this yet?
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)
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)
Hi pegot,
Thanks for your report.
Could you please share me a simple demo to show it? Thanks.
On the other hand, in the next major build(after a stable 16.x), we are planning to have some big refactors about current mesh structures to fix some incorrect or repeating upload in mesh transferring. Hope the refactor would help in such cases.
Cheers,
DrawFun
Thanks for your report.
Could you please share me a simple demo to show it? Thanks.
On the other hand, in the next major build(after a stable 16.x), we are planning to have some big refactors about current mesh structures to fix some incorrect or repeating upload in mesh transferring. Hope the refactor would help in such cases.
Cheers,
DrawFun
- linograndiotoy
- Posts: 1353
- Joined: Thu Feb 01, 2018 7:10 pm
I've made a video showing the issue:
https://youtu.be/lInIkCBJ6Iw
We need to understand if this is something requiring the cooperation of the FLIP Fluids developer.
Thanks for reporting it.
https://youtu.be/lInIkCBJ6Iw
We need to understand if this is something requiring the cooperation of the FLIP Fluids developer.
Thanks for reporting it.
Just wanted to know if there was any update to this?
DrawFun, on October 28th you sent me PM saying you reached out to Flip Fluid developer. Any response yet?
It is really difficult to work with and get good results with Flip Fluids in Octane but such wonderful results using Cycles.
DrawFun, on October 28th you sent me PM saying you reached out to Flip Fluid developer. Any response yet?
It is really difficult to work with and get good results with Flip Fluids in Octane but such wonderful results using Cycles.
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)
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)
Hello pegot,
I've got something back from the dev and it is a limitation for now.
The issue is that
And here is the reason I got from the dev,
There is a workaround for exporting the simulation meshes to an Alembic cache. Details for how to export the fluid simulation meshes to Alembic format can be found here: https://github.com/rlguy/Blender-FLIP-F ... ted-meshes
Once the simulation is in Alembic format, you can import the cache into a scene and modify the mesh data. The mesh data settings will be persistent between frames.
Cheers,
DrawFun
I've got something back from the dev and it is a limitation for now.
The issue is that
Nether visibility nor OpenSubDiv settings work with FlipFluids. Whatever settings are enabled for the fluid surface automatically get set back to their defaults on the next frame.
And here is the reason I got from the dev,
Therefore, It is a design conflict between the two plugins.the mesh object data has to be deleted and re-created when loading a new frame and this is why the properties on the mesh data are reset to default values.
There is a workaround for exporting the simulation meshes to an Alembic cache. Details for how to export the fluid simulation meshes to Alembic format can be found here: https://github.com/rlguy/Blender-FLIP-F ... ted-meshes
Once the simulation is in Alembic format, you can import the cache into a scene and modify the mesh data. The mesh data settings will be persistent between frames.
Cheers,
DrawFun
Been away from Octane for a bit but now getting back to it and this issue seems to be fixed with the latest 2020.1 RC2 / v21.4 build, Blender 2.82a, and FlipFluids 1.0.8.
I haven’t tested too extensively but the SubDivison settings in Octane Properties were maintained throughout at least 4 frames of a FlipFluids animation without being re-set.
Thanks!
I haven’t tested too extensively but the SubDivison settings in Octane Properties were maintained throughout at least 4 frames of a FlipFluids animation without being re-set.
Thanks!
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)
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)