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  • clarify resimulation workflow

    Hi,

    I am trying to use retime and wavelet function in Phoenix, after reading help I still have some questions to clarify..

    ===Fore slowing down simulation===
    1. Check "velocity" for output
    2. run base simulation
    3. In Resimulation / check Use time blend control / slow down
    4. In Output / change Play Speed to 0.25
    5. extend 3ds max animation range, play animation and smoke / fire already slow down
    ** There is no need to run another simulation** am I correct??

    ===for wavelet simulation===
    1. Check "RGB wavelet" for output
    2. run base simulation
    3. In Resimulation / enable grid simulation, amp resolution = 2
    4. Run simulation again
    5. Done, you can see more details for your smoke / fire



    Chen

  • #2
    Hey,

    Any time when using Resimulation you need to re-simulate - Phoenix would write new cache files with the result.

    The thing with changing the time scale is that you can do it just by changing the playback settings in the input panel, but the animation will most likely be choppy, and frames will get blended every time you touch the timeline, slowing down your renders as well. Re-simulating with time bend On will blend the caches properly by running a little simulation on them as well and it will bake a new cache sequence with the re-timed simulation.

    Cheers!
    Svetlin Nikolov, Ex Phoenix team lead

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    • #3
      thanks for quick reply!
      Let's say my base simulation is from frame 0-200
      and I want to retime by 0.25
      so when doing re-simulation, I need to set my animation range to 0-800 (or change range AFTER resimulate?) and simulate again? am I correct?

      I ask this question because in FumeFX, for retime I only re-simulate from 0-200, and after re-simulate, change cache type from Default to Post. I guess this the confusing comes from.

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      • #4
        Indeed, you will have to extend your timeline to 800 before re-simulating, or you will cut your sequence short. I gotta take a look at how this happens in FFX...
        Svetlin Nikolov, Ex Phoenix team lead

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        • #5
          BTY, in FFX, under retime, you have "Adjust playback range" checkbox

          Comment


          • #6
            Afternoon

            I would like to retime my cache from timescale 1 to 0.2 in a separate scene that has no source objects in. If I want to use Slow Down, do I have to have all my source objects setup?

            Can it not just be done like FumeFX when you give it a cache and it retimes from that cache/velocity without the need to have the source objects there and resimulating.

            My issue is that I can't retime my Pflow source objects so that will happen in realtime where my geometry source object will retime as expected.

            * Or am I over complicating this ... is the General-Purpose the same as FumeFX and just blends by resimulating and just using the base sim and velocity cache?

            Thanks
            Last edited by flipbook; 05-08-2016, 09:34 AM.
            Adam Trowers

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            • #7
              Affirmative - General-Purpose does not need sources but may flicker or show other issues. Slow down needs the entire setup in order to be smoother and if you have other stuff in the scene, your best hope is 3ds Max's 'Re-Scale time' option. Anything it doesn't pick up will need manual adjustment and that could be painful.

              Overall, this is it, and here are some other hints too: https://docs.chaosgroup.com/display/...time-scale,etc.
              Svetlin Nikolov, Ex Phoenix team lead

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              • #8
                Ah ok it is as I thought in a bit of a tight spot as really needed to retime these explosions smoothly but cant retime the particle flow to the same timescale amount. Time to improvise! lol
                Adam Trowers

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                • #9
                  My original sim takes upto 8gig to sim. I then enable grid resimulation, turn the amp to 0 and enable time bend set to general purpose. Set the input playback speed to 0.25 for example and then press simulate. This is the right approach?

                  It's just memory usage is shooting upto 10gig and climbing after a few frames memory maxed out and hung system after 20 frames in
                  Last edited by flipbook; 05-08-2016, 10:30 AM.
                  Adam Trowers

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                  • #10
                    Looks like I got it working nicely now in a new scene... I will just have to cache then retime my particle sources to fit slow down time and hope that works... should have some slow motion explosions
                    Adam Trowers

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