| The resolution 100 limit I hit often too so I do not know. however for the valid values not working again, this is a typical behavior of Physx which drives me nuts in every aspect of 3ds Max physics. Basically you have to get back to very low 'safe' values, make it run, then raise again to those higher values that were working before, and it should work. |
| Yeah thats what i do as well, but even then, sometimes i have to close max and reopen.. Nildo |
| Particle radius is constrained never to go below 0.05 scene units as it causes instability in Flex. At that point is makes sense to scale things up. That being said, 0.05 is a very small granularity and should generally generate many particles. Marsel Khadiyev (Software Developer, EPHERE Inc.) |
| Hi Marcel, So what would be the ideal way to simulate a simple glass of water for example? Im using system units as cm, and modeling my stuff always at real world scale, but whenever o try to sim something like this, i get into trouble, particles flying everywhere or not enough particles, or even very blobby liquids, im guessing the latter is due to particle size and quantity being too low? If possible would you mind setting up a simple scene where we can study lucid for liquids to do this kind of simulation? somthing like a simple cylinder to simulate a glass and with water inside it? thanks |
| Here is a little scene I did to test some fluid settings, not sure if that is what you're after but hope it helps anyway! The scene uses a particle size of 2mm so it doesn't take too long to preview but feel free to reduce that much to see how it looks like in high resolution. |
| Hey Eloison..thanks alot, Im actually playing with the sample files Marcel provided in the new build..it helps to understand it a bit better, but still baffling about the relationship between granularity and particle resolution...i will look to your scene right away. Nildo |
| Granularity is (or was because it doesn't seem to have any effect here anymore?) how dense the mesh was. When using too dense mesh it start to looks grainy hence the name I guess. |
| Yes..its also what im understanding...it still creates a dense mesh..and very grainy..im trying to study Marcel's file that looks like water in a squared glass..im struggling to get the "Edges" of the liquid "hard" and not rounded..you know when u have a liquid settled for example..it touches the glasses like a hard angle (hard to explain sorry)..and all im getting is rounded "Edges" at the top...i thought increasing granluarity would help, but all it really does is make dense spehres around each particle..or so that's what im understanding it does.. the only way i see to work is to increase resolution to 100...but then the sim gets slow and even then...it doesnt help much. Nildo |
| Hi guys, Sorry for jumping in a bit late. Granularity has no effect on the simulation itself. It is a value which controls how fine the resolution will be when meshing the particles. More technically, it is the size of voxels. I have written up on it more here: https://www.ephere.com/plugins/autodesk/max/lucid/docs/1/Lucid_Modifier.html for future reference. Marsel Khadiyev (Software Developer, EPHERE Inc.) |