Originally posted by Ivaylo Katev
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Problem with molotow-cocktail - liquid through wall
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and therefore I would have to retime them all at once - which is not managable
Or just try to abandon adaptive grid in max, make your sim with fixed grid, but lower the resolution (if simtimes are quite high) and export velocity - now, if you have maya version of phx you can resimulate (really fast, for the grid, you're having now) your max sim, creating feel of hires simulation. It is a bit tricky with smoke, but fire should be not a problem.I just can't seem to trust myself
So what chance does that leave, for anyone else?
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CG Artist
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Originally posted by Sascha Selent View PostCan you improve it till tomorrow?
Originally posted by Ivaylo Katev View Postcan't promise, it's relatively hard
...and for sure a really cool enhancement!
At the moment I try to change my setup - and it will simulate for a very long time. If you can tell me more tomorrow I would await this...
And again thanks for your support.
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Hi Paul.
Originally posted by Paul Oblomov View PostI suppose you object animation already slo-mo ?
Originally posted by Paul Oblomov View PostOr just try to abandon adaptive grid in max
...but the best would be if Ivaylo could solve that problem...
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Originally posted by Ivaylo Katev View Postok, try it tomorrow, i did it, but is very weak tested, expect troubles
I modified my scene using only non-adaptive simulators. It´s simulating right now - if it works fine (seems to be at the moment) I´ll tell you, so maybe it is not necessary at the moment to start an alarm - especially if troubles are expected.
But nevertheless it would be very very useful in the future to make this working.
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Heeere we go!
Hi everyone.
Ooookaaay, I finished the scene - quicker than I thought, because all the heavy stuff was non-adaptive already.
Here is the preview:
Now I can control eveything to slo-mo and it works quite well. And it looks really cool!
Something that I noticed is that pulsing when the scene is very slow - good to see at the big fire flash. I´m not sure if this is due to the extreme slowing - or if this pulsing is a real-world-effect. I would think that it is due to the extreme slowing.
Do you have any ideas how to get rid of that?
Best regards.
Sascha
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Originally posted by Sascha Selent View Post
Something that I noticed is that pulsing when the scene is very slow - good to see at the big fire flash. I´m not sure if this is due to the extreme slowing - or if this pulsing is a real-world-effect.______________________________________________
VRScans developer
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Originally posted by Ivaylo Katev View Postthat's why the slow motion can't be used down to very low values. however, it works better if the difference between the frames is lower, so make the simulation as slow as possible during the simulation.
I´ll keep this in mind for future sims - where I first do all slomos in an client-accepted scene and after acceptance I do the sims...
Btw. Is it possible to crank up the framerate by say 10 - then sim - and when I then set the framerate back I have a 10 times slower sim? This way I don´t have to retime everything in the scene. I could the set playspeed to 10 to resync everything... - ...and then I have enough footage to play around with the timing...
?
...but maybe it is better then to sim in a prepared slomo...
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