// undine docs

Troubleshooting

Troubleshooting is the place for symptom-first support material.

The current panel exposes enough runtime and cache information to create a practical first-pass diagnosis flow.

Why simulations break down

Fluid simulation is sensitive to numerical instability. Small inconsistencies between solver stages can cascade into visible artifacts or solver behavior that feels unreliable.

In longer simulations, even small differences between execution paths can accumulate and become visually noticeable.

Common artifact categories

Motion problems

  • Excessive kinetic energy
  • Unstable particle motion
  • Particle clustering

Surface problems

  • Unrealistic surface behavior

Where to look next

In the current manual structure, Simulation and Debug are the best follow-up pages when the problem appears numerical, while Meshing is the right next stop when the issue appears on the renderable surface.

Symptom-first checks

Use this table as a starting point before diving into individual solver settings.

SymptomLikely areaFirst checks
Run is unavailable or produces no useful resultScene taggingCheck Objects tab counts for Domain, Emitters, and Colliders. Confirm the active object is not Role: NONE when object parameters are expected.
No liquid appearsEmitter setupConfirm at least one emitter is tagged, inside the domain, and producing a reasonable POINTS count.
Simulation is very slowResolution and numericsLower Grid Resolution, reduce pressure iterations, shorten the frame range, inspect Substeps and CFL, and watch SIM FPS / AVG.
Playback feels blocked or too slowSNAP presetUse a less aggressive viewport update preset or reduce the number of displayed particles with Viewport Limits.
Fluid explodes or gains energyPressure and time steppingLower CFL target, increase substep safety, inspect pressure backend/fallback, and reduce vorticity or surface tension if they were increased.
Pressure log shows code=4 max_itersFP32 floor / multigridResidual is plateauing in FP32 noise. Confirm the FP32 tolerance floor safety factor, consider enabling multigrid preconditioning or symmetric RBGS smoother.
Sim falls back to CPU repeatedlyPressure retry chainInspect the retry chain steps in the log. If CPU is the steady state, the GPU PCG path isn't holding for this geometry — try MG, lower CFL, or reduce density correction strength.
Fluid sticks, bounces, or jitters near collidersCollider SDFCheck collider tags, bake animated colliders, then tune boundary band, contact radius, normal damping, and tangent friction.
Animated collider only collides on the rest poseBake colliders (animated)Confirm Bake colliders (animated) ran. Armature / shape-key deformation must propagate before each frame's trisbin export — fixed in 0.0.314, but check the bake log if older.
Particle clumps or holes appearParticle distributionReview separation, density strength, reseeding thresholds, Min/Max PPC, and adaptive PPV settings.
Mesh looks like marbles instead of fluidMeshify scalar route / anisotropyUse a final preset (final_hero / final_ultra) — they force DENSITY_MC scalar route and enable anisotropy. The VDB scalar route does not invoke the anisotropic kernel.
Mesh has surface holes after raising influenceMeshify iso thresholdInfluence radius up + iso value too high → surface punctures in sparser regions. Lower iso_value gradually.
Mesh is too noisyMeshify qualityIncrease smoothing carefully, use density filtering, check influence radius, and verify the simulation particle cache is complete.
Mesh is too heavyMeshify resolutionIncrease voxel size, lower quality preset, adjust decimation, and watch triangle count during meshify.
Meshify reports missing frames or fallbackMesh cache and backendCheck Meshify cache frames/missing, backend policy, and whether the simulation playback cache covers the intended frame range.
Streamflow preset seems ignoredRuntime contract / preset routingConfirm the Meshify-tab unified preset is the one expected; the runtime contract takes precedence over global preferences. Inspect 'Meshify Preset:' label in Actions.
Render shows wrong / missing motion blurAlembic .velocitiesConfirm Meshify exported Alembic and the renderer reads the per-vertex .velocities attribute. No additional vector pass is needed.

When a preset no longer behaves like itself

The Sim Params panel can show overrides against the selected preset. When a Water or other material preset behaves unexpectedly, inspect the override list before changing more controls.

Overrides such as PIC Blend, Pressure Iters, Pressure Fallback, CFL Target, Density Strength, and Surface Tension can substantially change the feel of the material.