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  • BulletTime

    Hi! I wanted to create the effect of bullet Time. Found a good lesson: http://veda3d.com/edu/bullettime/tut_bullettime.htm
    Made simulation of destruction similar to this lesson https://www.youtube.com/watch?v=XpYJOIVSUx4
    But when I started to render, I noticed that the Particle appear only in integers seconds. For example, in 34 seconds I can see Particle, and in seconds from 34:01 to 34:199 Particle disappear. There is only smoke.
    What can I do in this situation?

  • #2
    the particles have to be exported with velocity in order to make the interpolation between the frames possible.
    ______________________________________________
    VRScans developer

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    • #3
      But I have done a simulation with active channels Velocity in the tab Input.
      Smoke can interpolated but particles is disappear.

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      • #4
        the velocity export of the particles is controlled separately, in the splash/foam panel, you have only the grid velocity exported (we have to put all the export controls into the output panel)
        ______________________________________________
        VRScans developer

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        • #5
          Ivaylo Katev, please help me solve the problem.
          I did not have the foam and splashes. I used Particle mode-drag.

          But I followed the advice, and activated export> veloсity in the tabs foam and splashes. Interpolation is not working. I even activated foam and spray. But it is also not produced any results.
          Maybe I forgot something?

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          • #6
            well, then my assumption is not correct, the dragged particles have no velocity, they use the velocity of the grid, that is exported.
            ok, send us the scene to investigate the problem
            ______________________________________________
            VRScans developer

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            • #7
              https://www.dropbox.com/s/wdve1ytvgh...scene.max?dl=0

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              • #8
                When download the scene, remove my link above. Or tell me I'll delete it.

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                • #9
                  Got it, you can remove the link.
                  Svetlin Nikolov, Ex Phoenix team lead

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                  • #10
                    Okay, we got it, it's a bug when particles emit particles, their ID channel was not exported. Thanks for reporting that!

                    The fix will be in tomorrow's nightly build, and you have to enable the ID channel export in the PHXSource, so you will be able to blend.

                    Just a question - why emit pflow particles from the body fragments, and the emit drag particles from them? It will be simpler to emit drag particles directly from the bodies using the PHXSource - there is the "Polygon ID" option at the bottom where you specify which polygons emit drag particles and that should be enough.
                    Svetlin Nikolov, Ex Phoenix team lead

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                    • #11
                      Originally posted by a0121536 View Post
                      Just a question - why emit pflow particles from the body fragments, and the emit drag particles from them? It will be simpler to emit drag particles directly from the bodies using the PHXSource - there is the "Polygon ID" option at the bottom where you specify which polygons emit drag particles and that should be enough.
                      Destruction lasts more than 5 frames (36-42). And although it is not visible on the initial frame. Destruction of the statue is happening on 36 frames. In the viewport at 36 frames broken hand only.
                      At 36 frames smoke coming out of all the cracks. What would the smoke coming out of the hands only. I created PFlows.

                      I tried to freeze the rest of the statue with animating GridGizmo.
                      But for some reason moving GridGizmo not working.

                      Please test without using PFlow. Maybe I did something wrong.

                      Animating and test GridGizmo.
                      Why does not it freezes Particle creation.

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                      • #12
                        The Grid Gizmo was meant to just freeze the simulation movement, but the sources still work outside it.

                        But now that you say it, it's a good idea to freeze particle creation too. We will implement it and will get back to you
                        Svetlin Nikolov, Ex Phoenix team lead

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