The problem in this case was that the flag for active fire was not set. With hidden flow sources the flag was not updated in update_flowsflags().
The solution for this is to take the active field from the config cache file.
Before: If the current frame is out of the cache start/end range, the viewport will show the fluid as it was on the last frame that was still in the cache frame range.
Now: If the current frame is out of the cache start/end range, the viewport will show no fluid at all (even if there are cache files present for this frame).
This fix is related / in response to T79423.
Instead of clearing forces at the end of the simulation step, they will now be cleared before writing to them, i.e. at the beginning of a step.
Also cleaned up minor areas that I looked at while making this change.
Yet another update to ensure that pointer variables are always up to date, i.e. those referencing the memory allocated by Mantaflow. Outdated pointers usually show up through flickering in viewport.
In f2b04302cd the pointer update was refactored. It was sufficient to update pointers just in replay mode at the end of a step since the 'ensure()' functions from manta_fluid_API.cpp had their own pointer update call. These were removed in 51f4bee5a5, however, and so in order to still have some sort of update, the given update call needs to be available to all cache types.
A collection of multiple changes that had been living in my stash:
- Use nullptr instead of NULL in C++ files
- Removed unused/deprecated functions from headers
- Cleared animatable flag in cache UI
- Comment cleanups
Use static_cast() where possible and refresh pointers for every frame when in replay mode. The latter is particularly important as this seems to have caused the issue where smoke in the viewport was flickering when loading data from pointers after loading them from disk for the frame before (e.g. when resuming a bake job).
New option that lets users the define the maximum number of fluid particles that will be allowed in the simulation. This can come in handy, for example, to ensure that the particle count will not exceed the hardware capabilities, or to avoid excessive amounts of particles in a scene.
This refactor is in response to reports in which the adaptive domain with noise caused a crash (e.g. T79009). It should also fix issues where the smoke appeared to be cut off when using the adaptive domain together with noise. It is also possible that some of these changes improve the lines issue from T74559.
Changed variable names from mmd, mds, mfs, and mes to fmd, fds, ffs, and fes. The author of this commits lights a candle for all the merge conflicts this will cause.
Added an offset field to control when to load the simulation files. Since this is a very small but helpful addition it is in my view safe to commit at this point of the bcon cycle.
This commit makes uses of the new OpenVDB IO in Mantaflow (introduced in 781f783a66ac).
From now on, fluid cache files in OpenVDB format will contain a list of grids per frame (before: one .vdb file per grid per frame). Besides regular grids, particle systems are also stored using OpenVDBs PointGrid data structures.
All older cache formats will remain fully functional:
- Uni caches (.uni) files are still available from the UI and can be used as before
- Raw caches (.raw) are no longer available from the UI, but loading them is still possible
- Old OpenVDB caches (one .vdb per grid) can no longer be baked either, but loading them is still possible.
It is also no longer possible to choose file formats for 'Noise' and 'Particles'. Instead there are now options to set the file format for 'Volumetric' and for 'Mesh' data.
Known issues (planned to be resolved soon):
- OpenVDB files are currently not taking into consideration the clipping value (FluidDomainSettings). Empty cells are therefore being written too. Depending on the scene, this can make file sizes unnecessarily large.
- Domains are not being exported at their world position. Instead they are always clipped to the origin.
Currently all force effectors can only act on cloth when the force is
perpendicular to the surface. This makes sense for wind, but not for
other forces; and the user may want even wind to have some friction.
This changes effector code to output two force vectors - although
you of course can pass the same pointer for both. The force is split
between the two outputs based on a new per-effector setting.
Differential Revision: https://developer.blender.org/D8017
This is a regression introduced in rBa0fe22095e6d9b8b194c2cf6f9a7c7b419d7e61c.
I changed it so that the velocity with the highest magnitude is considered and
not the highest value per coordinate.
Reviewers: sebbas
Differential Revision: https://developer.blender.org/D7502
Using MAX2 when writing intial velocities into the grid prevents overriding initial velocities when using multiple flow objects that are close to each other.
When using the 'Replay' cache mode the cache needs to be invalidated whenever simulation variables have been changed.
The invalidation will always only affect the according subcaches, e.g. when changing a mesh paramter only the mesh cache will be invalidated, the base cache will remain intact.
Before this change Blender always invalidated the entire cache.