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Eventhough my inflow is in the center, the fluid flow always starts from the domain boundary. I have ensured that the normals are not inverted and the cache folder is deleted.Usually the first simulation works fine.

The blender file: https://drive.google.com/open?id=0BzhkRkqiPRPtRnVYbFZrSkV2T0U

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  • $\begingroup$ I tried your file, it seems to work well here, try to delete your cache manually and retry. if "the first time works" this could mean the cache is created correctly, but after something strange happens... $\endgroup$ – m.ardito Oct 14 '17 at 7:04
  • $\begingroup$ Did you bake it multiple times? Also, by delete cache manually, do you mean delete the files in the folder? I did that :| $\endgroup$ – Prasanna R N Oct 14 '17 at 16:43
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This appears to be a long outstanding issue:

https://developer.blender.org/T28756

and has been added to the "TODO" list at:

https://wiki.blender.org/index.php/Dev:Source/Development/Todo/Tools#Fluid_Simulation

The problem appears to occur when you have a relatively small fluid object compared to the domain size.

Generally speaking, using an UVSphere as an inflow object isn't a good idea due to the smaller triangular faces at its "North and South poles". A less problematic option would be to either use a cube or a level 1 or 2 subsurfed cube (apply the modifier), if you want to keep the inflow object the same size.

Also, it's good practice to keep all of the fluid simulation elements at a scale of 1 (Your inflow object had a scale of .025, Apply Scale, Ctrl + a > Scale). (Dimension of 0.05).

Here's your blend file modified using a Subsurfed level 2 cube (subsurf modifier applied) at the same dimensions (0.05) as the UVSphere inflow object:

Using an inflow or obstacle object that contains faces with even/equal surface area doesn't guarantee a successfull fluid simulation result when the voxel size approaches the size of your fluid object(s). In this case, the only option would be to scale everything up; which can necessitate tweaking any animation you may have on your fluid objects.

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  • $\begingroup$ Thanks a ton! Just started learning Blender and spent an entire day figuring it out. One question: Is there an advantage to use a subsurfed cube vs a normal one? $\endgroup$ – Prasanna R N Oct 16 '17 at 0:20

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