- User Since
- Dec 26 2010, 3:06 PM (508 w, 1 d)
May 22 2020
Mar 29 2020
I think I have an example file here that has the same issue but in an extreme form, hope it helps with hunting down the bug.
Mar 20 2020
Mar 16 2020
I can confirm the original issue in blender-2.83-f06a6e92bc5e-linux64.
I can confirm that increasing the transparent bounces fixes the glitches and that the OPs first problem was indeed Z-fighting.
The empty space feature might be something that needs to be exposed on the Mantaflow side? Assigned to @Sebastián Barschkis (sebbas) for now.
I can confirm as well - the results are completely different with and without adaptive domain even though they should be identical.
Confirmed. There is absolutely no smoke when turning on "Dissolve". But it returns when enabling "Slow".
Jan 19 2020
I can confirm that a surface thickness of >0.0 circumvents the bug.
Dec 31 2019
I can confirm in 2019-12-27 the initial velocity is ignored for liquids at the moment
Nov 26 2019
Nov 21 2019
Nov 15 2019
Nov 14 2019
Nov 4 2019
Nov 3 2019
Oct 8 2019
Sep 22 2019
I found another issue - here the fluid is has an offset to both the inflow and the collision object. The domain has been changed in edit mode:
Sep 11 2019
What influence does the parameter for Real World Size have? I have created a demo file with a 10cm domain and a simple drop and the result looks like a huge splash (file is attached):
Sep 10 2019
Sep 9 2019
Thanks to adaptive domain this is now feature complete compared to the old system, yay! Thank you for the hard work over all those years.
Aug 20 2019
Jul 31 2019
Jul 30 2019
Jul 28 2019
Jul 9 2019
Remove hard limit and comments on that, increase soft limit.
Remove both the hard limit and the comments on said limit.
Jul 1 2019
What is the status of this patch? It seems super useful for the visualization folk...
Jun 28 2019
Jun 22 2019
May 8 2019
Apr 18 2019
This is no longer needed thanks to https://developer.blender.org/rB5cfeba72f117b7dc6d6eba22e3f203fc3f574429
Apr 17 2019
It seems like the issue this patch is addressing has been fixed in master, partially due to
Apr 16 2019
Mar 30 2019
@Porteries Tristan (panzergame) I tried your version with 2.8 but it does not work :(
Feb 20 2019
Dec 10 2018
Sep 24 2018
May 24 2018
Apr 11 2018
Oh, it works fine in 2.79b - this can be closed :)
Mar 8 2018
Mar 7 2018
Since 2.8 is on it's way how about committing this to the 2.8 branch? I would be very pleased to have smoke colors provided linear in Cycles.
Feb 18 2018
Feb 17 2018
Feb 1 2018
While I appreciate that this node will load grids automatically I would also like to have a seperate node to load density grids because the current way of using the attribute input is kinda sub-par. Usually I end up doing further operations on the density before feeding it into the volume nodes.
Btw: There are many types of grids to support, for example image sequences/slices like the ones you get from CT or MRT scans. Loading those is possible in Blender internal and it is really useful.
May 28 2017
May 18 2017
Feb 2 2017
Sure, might take a while, though :)
Jan 2 2017
One small request: Can you use the Blender font loading infrastructure like in the font object (see attached image)?
Dec 20 2016
Any updates on this? I could not test the patch as I have yet to find a way to build Blender with Cycles :(
Dec 9 2016
Sep 12 2016
Light linking is essential for product visualization. We often get requests for lighting that would be impossible in a studio but possible in CG (if there was light linking). Right now we can hack it somewhat by using diffuse shaders and glossy shaders with 100% roughness and making a distinction via the light path node, but there are too many situations where this approach does not help.
Sep 5 2016
Aug 26 2016
I see the problem. But in case of normal objects this behaviour introduces a lot of new problems.
Aug 25 2016
Jun 21 2016
May 10 2016
When modeling with the screw modifier, a remove doubles modifier would be awesome as well! I have been longing for this for a long time now.
Apr 12 2016
One thing: Bad performance happens in Windows 7 as well when driver version is 359.06 or 364.51. Only 361.91 seems to work fine on Windows 7. Seems like the Problem is with nVidia?
Apr 8 2016
Apr 4 2016
Mar 9 2016
Mar 8 2016
I did not find time yet to apply the patch myself - in what way does the patch interfere with fire rendering?
Feb 23 2016
Feb 22 2016
Feb 16 2016
Oct 7 2015
The issue indeed got fixed by rB4c09f47
Oct 3 2015
I can confirm this even with 9ad829d
Sep 28 2015
Sorry for that, try the above one.