2009

If you are using Fracture, slowdowns can be caused by reactor trying to
avoid instability. Follow some of
these tips on page 4017 to help reduce the
chances of instability happening
Try decreasing the number of
substeps on page 4085 used in the simulation.
Be aware that this will reduce the accuracy of the solution and therefore
may cause instability.
Water doesn't render.
The reactor
Water on page 4074 is a world-space modifier and therefore it is not
a renderable object. You can bind renderable object (like planes) to the water
WSM in order to render a water animation. See
Rendering Water on page 4078.
Cloth/Soft/Rope becomes unstable and explodes.
Check whether any unyielding rigid body or DefMesh on page 4058 is forcing
the Cloth/Soft/Rope into a penetration.
If you are
attaching to a rigid body on page 4067, make sure that the points
of attachment are outside the rigid body; otherwise, make sure Ignore
Collision is on.
If your Cloth/Soft/Rope is attached to a rigid body on page 4067, use
Runge-Kutta as the ODE Solver for the
Rigid Body Collection on page 3922
of the attached rigid body
Try increasing the amount of internal steps in the Cloth/Soft/Rope
collection (Advanced rollout).
Rigid bodies become unstable/explode/fly to infinity.
In rare situations, simulation can become unstable and objects can "explode.
This typically happens only when using complex systems of objects, like
Fracture on page 4010, or using simple constraints on page 3930 like springs or
dashpots.
For best results when using rigid bodies only, set Utilities panel > reactor
> About rollout > Choose Solver to Havok 3.
If you are using many simple constraints on page 3930 (spring, dashpots)
working together, switching the ODE Solver in the
Rigid Body Collection
on page 3922 to Runge-Kutta can improve the results.
Troubleshooting | 4117