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[Mantaflow] Wrong fluid mesh position
Confirmed, NormalPublicBUG


System Information
Operating system: Windows-7-6.1.7601-SP1 64 Bits
Graphics card: AMD Radeon HD 7560D ATI Technologies Inc. 4.5.13399 Core Profile Context 15.200.1062.1004

Blender Version
Broken: version: 2.82 (sub 6), branch: master, commit date: 2019-12-20 00:09, hash: rBc3782ebf44d8
Worked: (optional)

Short description of error
The liquid mesh has an incorrect position.

Exact steps for others to reproduce the error
If you bake the particles in this scene and then bake the mesh, you can see this error:

Event Timeline

This is happening because the domain pivot is not in the correct place.

I don't remember if it has to be in the geometry center or in the world center, but if you center the pivot and rebake the sim, everything should be in the correct place.

Having mantaflow to counteract a wrongly placed pivot is more like an improvement (a very welcome one, and possibly an easy one) than a bug IMHO :)

If this worked in the previous fluid code, this could be considered a regression.
But it may also be a known limitation (in this case it would be nice to be described in the manual).

@Sebastián Barschkis (sebbas), what do you think, bug or limitation?

Germano Cavalcante (mano-wii) changed the task status from Needs Triage to Confirmed.Jan 15 2020, 3:18 PM
Germano Cavalcante (mano-wii) changed the subtype of this task from "Report" to "Bug".

I tested on the system from previous versions (without mantaflow), and the fluid position corresponded to the position of the objects used, even with the origin of the domain not in the center of it.
So it's a regression.

Peter (pgt2) added a subscriber: Peter (pgt2).EditedTue, Feb 4, 8:59 AM

I had the problem as well with latest builds, i found a manual fix that i think would be easy to code.
Before baking set the domain origin to the world center.
Then in edit mode adjust size and position of where you want your domain to be.

After the baking is the done set the domain origin to center of volume (in later frames where it still a a cube, ea use a past frame or frame -1).
(One might use empties for those 2 positions if one needs to bake more then once).

Of course it should be solved in code, but the displacement is exactly solved with this workaround and might be coded as well