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| Also animating solid objects is about 10 times slower than liquid or inflatables When rigid is animated it shows particles around 300000 when inflated it shows only 1692 particles |
| Thank you for the scene, I will investigate it. Regarding rigid vs inflatable, inflatable creates one particle per each vertex of the mesh. Simulating a rigid fills the mesh with particles which are then connected in a lattice, see here for more info: https://www.ephere.com/plugins/autodesk/max/lucid/docs/1/Lucid_Modifier.html You can control rigid parameters to make the lattice more sparse and reduce particle count. Marsel Khadiyev (Software Developer, EPHERE Inc.) |
| Sorry, I am not quite able to reproduce the problem described. For me particles explode with both tested resolutions (40 and 80). The only fix for me is to change substep count to 4. With this fix scene simulates correctly for both setups (resolution 40 and 80). I think the problem is in Flex itself. Reverting to simple cube lattice does not eliminate explosion. Here is attached scene with some other fixes (lowered adhesion, switch to convex collision objects). Marsel Khadiyev (Software Developer, EPHERE Inc.) |
| Thank you Could you please explain about Sub-steps and iterations Which one should be bigger. is there like a ration 2:1 etc Seems like increasing it sometimes makes it worse than better even though it says bigger values more accurate is there like the best number Thank you |
| In my experience, this happens when you have used setting that produces too many particles for flex so it fails, then lowers the number to an acceptable value > things explode. If you reduce the settings to very low values and then progressively rise the number of particles again (but not too much), it should go back to normal. |
| Is the exploding a general problem? I've experienced this a number of times. Usually after changing values while testing out simulations, the exploding will just start ocurring. Sometimes resetting max helps, sometimes not. This seems to be a graphic card/flex issue and often hampers the "Fluid" workflow of Lucid enormously as all simulation attempts afterward fail (explode). Maybe there's a possibility to reset FLEX back into normal functioning without having to restart 3dsmax? |
| i think it is FLEX limitation/bug. II hope Ephere can email nVidia about it so they can fix flex bugs |