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As far as I know this is fundamentally impossible. Physics simulations are sequential data, that means each frame depends heavily on the previous one. To calculate what happens at any given moment you need to know what happened before, so you must have position and status information about every intervening element in the simulation to know where they were ...


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Sorry, but I'm afraid not with Blender, either in the old Smoke sim or in Mantaflow. Here's what happens if you attempt to split the frame range- https://youtu.be/GME_JfkQ9UY Fluid sims (in my limited understanding) are based around vector fields, as you can see when you bake they seem to get slower as they progress (and the vector fields become larger and ...


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I got it now. The problem was that the floor and walls had their normal flipped. After I checked backface culling, this became obvious. Fixing the normal direction solved the problem.


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You should make your low poly model smooth shaded and add at least one bevel in this case. When blender bakes the normals, it ray casts from the low poly surface inwards along the interpolated normal until it hits the high poly (or not). If you need the low poly to intersect with the high poly then you can make a copy of the low poly and scale (or shrink/...


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(Question duplicated from blenderartists.org. I answered it there, and am copying my answer here.) I’ve seen that “Nothing to bake” error in 2.80 when another object is selected in addition to the armature. Try deselecting everything in Object mode, selecting the armature, re-entering Pose mode, then baking. Here is a code snippet that works for me: scene =...


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