Hello people,
I've been getting this nasty result every time I create an alembic export file from a Bifrost liquid animation, it's seems to only be when it's an emitter inside a collider, a liquid in a bottle or glass. I created a simpler version and the results were the same, sometimes the mesh smooths out as it should be, this test did at frame 49.
I'm using standard settings on the collider and emitter, I've also played with voxel density, no change. It reminds me a bit of when you sometimes run a displacement with too many iterations and it sends vertices in all directions.
Any ideas?
Thanks
Solved! Go to Solution.
Solved by sepu6. Go to Solution.
Solved by sepu6. Go to Solution.
This may be only in the latest version of Maya and Bifrost as I tried it in Maya 2024 with Bifrost version 2.7.1.1 and the resulting mesh was fine.
Bifrost liquid and collider options applied to existing meshes from the Bifrost menu, not using the graph to set it up so not using MPM.
It's also just done it on the latest export from Maya 2024, it's fine for the first frame, goes haywire but retains the rough shape but with vertices firing off along the surface everywhere then returns to normal after a further 60 or so frames, it's weird.
Save the pts as .bif from the menu.
Then load them in the graph and do the meshing there and save them as an alembic as well from there.
Doing it from the graph is a lot better.
Turns out using cached playback causes the issue with legacy Bifrost liquid.
Any ideas how I can get the liquid to 'stick' to the walls of the collider (bottle) as it would do in real life? Right now it's lumping a bit lower down.
Thanks
that is what the resolution is for, so lower your voxel size. Keep in mind that it will make your sim slower.
I'm playing about with lowering it and playing with the bifrost meshing settings to avoid it over-smoothing the angles, not managed it yet but will persevere.
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