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increasing sub-steps, but keeping the same look.

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  • increasing sub-steps, but keeping the same look.

    Hi
    I have a simulation running in 1 step per frame that I'm happy with. However, the end of the shot would require more sub steps as the animation is faster here. How do I increase sub steps and still have the same look I have with one sub step? Did I miss something here?

  • #2
    Unfortunately you can't use other options to compensate for changing the substeps and still get the same detail and dynamics. If I understand correctly, you have a fast moving emitter and obstacle that need more substeps from the simulation to make it interact better with them? If possible, could you share more info or an image of your setup so we can try to figure another way?
    Svetlin Nikolov, Ex Phoenix team lead

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    • #3
      Why don't you try press pause and then increase spf and continue the sim ?
      I just can't seem to trust myself
      So what chance does that leave, for anyone else?
      ---------------------------------------------------------
      CG Artist

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      • #4
        Thank you for the input guys. The setup is pretty simple. Imagine somebody holding a ball on fire. After holding it for a while, it gets thrown hard, far away. Everything works fine, except when it is moving fast. So I guess my biggest dilemma is if one would need to do a "fireball asset" that could be used in multiple shots is not possible in phoenix? Every time it would move faster or slower you would have to tweak all parameters again due to the change in sub steps to get the same look? That would be extremely time consuming! I really hope you can provide us with a better way of doing this in future releases.

        I have tried the following:
        Large are container - Works, but if I increase sub steps it takes ages to sim and look completely different.
        Emit particles - Kind of works, but does not give me the same look as when emitting from the object. Maybe with more work this could work.
        Link the fluid container with the ball - Gives me strange artifacts, I think because of the speed of the ball's movements.

        Possible solutions:
        Simulate static ball and container using a wind force to fake direction
        Stop sim and turn up sub steps when needed. (will probably create strange results as it will affect already emitted fluids as well, but should be tested.)

        any other ideas are more than welcome!

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        • #5
          The particle approach might be the way to go in your case - it sounds the most promising. Animating the SPF would change the overall look and the jump could be quite significant and visible.

          Would it be possible to use a separate simulator with higher SPF just for the animated object?
          Svetlin Nikolov, Ex Phoenix team lead

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