Duh. Looking at my code I can see why that's happening. I'm going to wait a day and then gather all the bug reports and the make a new version with the fixes. Nothing I've received so far is difficult to fix.The squirtgun settings and item list aren't saved when closing and opening the scene.
The preset settings are retained but the name reverts to Gooey even if the settings are for watery.
Thanks for the reports
are you using Flex 1.1.0?
Haven't got the time to test it myself, but I was wondering what this meant:
"Add support for DirectX, in addition to CUDA there is now a cross platform DirectX 11 and 12 version of the Flex libraries that Windows applications can link against"
Is that AMD/ATI support?
Is the particle item type able to interact with rigid items or only fluids?
I set a chair to particle type and a plane to static(rigid) type and wanted to hit the chair with a gun but the chair falls down and passes through the plane before it gets hit with the water.
The video looks like the particle is interacting with the water but maybe not the rigid container?
Ok cool! So rubber ducky floating on a tub and getting affected by water is possible with Up.
This is an awesome feature.
A temporary workaround for the items getting deleted in layout is just create a bunch of nulls and then before you save, make sure a null is selected. That null will get deleted.
How does the delay parameter work? Doesn't seem to affect anything even setting it to 1000.
Would be great if there was a start frame parameter so we can have a starting point either - or + for simulations to start calculating like lightwave dynamics.
Its always starting at frame 0 but my scene would like to have fluids at some other point in time.
Adding a start frame would be easy so maybe I'll remove Delay and add that instead.
I'm sending you a PM now too
Hurley... will there be FILL volume kind of emitter/solver? so that we can already have bottle of liquid that pour in glass for example...
Last edited by mav3rick; 03-27-2017 at 05:54 AM.
Here's some dumb questions for you Hurley!
1. How does Flex handle high viscosity fluids? I mean really thick sludge type stuff.
2. How sticky can you make the fluid? Example, like throwing a bucket of paint on the wall. A lot of the paint will drip down, but you're got a permanent stain on the wall. Can we make it that sticky?
3. This one is kind of out there so no worry if you can't do it but...
There was a plugin for Real Flow that allowed you to cover a piece of geometry with a thin layer of particles, like only 1 or 2 particles deep. Anything like that in the works?
Anyone wanting more information on the Flex software Steve is using to develop UP, there is a cool demo you can download on the Nvidia webpage. I would guess what to expect from the plugin would be close to some of these examples, all though it would be interesting to know how much customisation you can add.
i7 X3930/32GB/Quadro 4000
by looking flex examples i can see fill volume fluids in action
https://youtu.be/ktVmLJ5i4NY?t=62 poked baloons of water (soft fx+fill volume fluids)
https://youtu.be/ktVmLJ5i4NY?t=37 - watter rabbits splash.....
and another interesting feature... different viscosity fluids interaction