Baking a Fluid at 150res crashes, but baking at 300res doesn't? I've been having this problem for a good week now. I have a very simple scene set up. Water comes out of a pipe and lands in a pan. There's literally nothing else.





That being said, whenever I try to bake the fluid at 150 resolution, my computer crashes. I noticed when attempting to bake with Task Manager open that Blender's ram usage goes up to 6GB (I have 8GB and am getting more this Summer). After I view the spike, it crashes.

I haven't always had this problem with baking, as I baked this scene at a resolution of 300 and had no problems. I would like to think that the linked scene would be harder to bake because the cup is a deformed shape, and this scene's pan is a square object (less geometry). Please correct me if i'm wrong.

Here's my fluid settings for the scene I'm trying to bake followed by my fluid settings for the cup scene (bake-d without issues).

 

The cup scene obviously would require more RAM, right? It even says so, so why can I bake that scene, but not a less demanding one? Its also worth noting that I have been able to bake the pan scene multiple times before it stopped working. Is there some kind of cache I might have filled up? I have tried reinstalling Blender and clearing the fluid cache folder.

Here's my RAM usage when baking the cup scene:



As I mentioned, when I bake the pan scene (at less than half the resolution as the cup scene) my RAM usage flies up to 6GB and crashes my computer.

Crashing .blend file:
The issue with the extra ram usage comes from the tubing you have the inflow located inside. While the rest of your scene appears to be simpler than the glass simulation, this pipe as an obstacle around the inflow object is where blender is having trouble. It appears that the biggest issue is the bend in the pipe.

For a solution, cut the pipe as it passes into the domain and disable the fluid obstacle settings for the pipe outside of the domain.

The easiest way to do that would be to select the end of the pipe and the next edge loop and use P->Selection to separate the end into a new object.