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Problem with molotow-cocktail - liquid through wall

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  • #61
    Originally posted by Ivaylo Katev View Post
    yes,some notification is really missed. or we can try to improve the blending to work with adaptive grid
    Can you improve it till tomorrow?

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    • #62
      can't promise, it's relatively hard
      ______________________________________________
      VRScans developer

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      • #63
        and therefore I would have to retime them all at once - which is not managable
        I don't get it. You have your animation just like it should be animated. Right ? Then you add fire on top and to simulate fluids slo-mo you change the play speed. Why you need to retime whole scene ? I suppose you object animation already slo-mo ? In that case you can animate sim timescale.

        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?
        ---------------------------------------------------------
        CG Artist

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        • #64
          Originally posted by Sascha Selent View Post
          Can you improve it till tomorrow?
          I thought that was a joke...

          Originally posted by Ivaylo Katev View Post
          can't promise, it's relatively hard
          Ouf, Ivaylo! Ehm, I don´t know what to say. If you can do that it would be really really amazing...

          ...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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          • #65
            Hi Paul.
            Originally posted by Paul Oblomov View Post
            I suppose you object animation already slo-mo ?
            No, because I have a MassFX-sim with breaking glass - therefore many objects. I baked them into one pointcached mesh - which is not usable for PHX-sim because of deforming geometry - but which I can use for slomo. So I need the MassFX-sim to influence the PHX-sim.
            Originally posted by Paul Oblomov View Post
            Or just try to abandon adaptive grid in max
            This is what I try now...

            ...but the best would be if Ivaylo could solve that problem...

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            • #66
              ok, try it tomorrow, i did it, but is very weak tested, expect troubles
              ______________________________________________
              VRScans developer

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              • #67
                Originally posted by Ivaylo Katev View Post
                ok, try it tomorrow, i did it, but is very weak tested, expect troubles
                Thanks Ivaylo!

                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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                • #68
                  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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                  • #69
                    Simulate slo-mo with timescale.
                    I just can't seem to trust myself
                    So what chance does that leave, for anyone else?
                    ---------------------------------------------------------
                    CG Artist

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                    • #70
                      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.
                      that'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.
                      ______________________________________________
                      VRScans developer

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                      • #71
                        Originally posted by Ivaylo Katev View Post
                        that'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.
                        Yeah, thought that. Anyway, for the moment I can live with that, theres is no time resim with slower timescale. It even looks cool.

                        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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                        • #72
                          this is the same as just set time multiplier 0.1
                          ______________________________________________
                          VRScans developer

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                          • #73
                            Originally posted by Ivaylo Katev View Post
                            this is the same as just set time multiplier 0.1
                            Not quite the same. Setting the time scale to 0.1 I have to retime everything else in the scene - thousands of MassFX rigid bodies that shall influence my sim...

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                            • #74
                              yes, this is a different story
                              ______________________________________________
                              VRScans developer

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                              • #75
                                Setting the fps to something like 200 won't solve your problem of retiming ?
                                I just can't seem to trust myself
                                So what chance does that leave, for anyone else?
                                ---------------------------------------------------------
                                CG Artist

                                Comment

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