Man, I’d really love to know exactly what to do do play my simulation backwards and gradually slow it down and pause…
So I simuluted soemthign that needs ti play backwards and slow down then stop..
none of the following help really applies as the command shave chnaged
Enable Velocity export in the Output rollout. This channel is necessary for resimulation.
Simulate your base simulation.
When the simulation finishes, you can adjust your Time bend controls from the Input rollout. You can change your play speed, set it to loop mode or animate the play speed using the direct cache index mode.
Do not change any settings in the Dynamics rollout if you want to get a correct Time Bend Resimulation. You can experiment, of course, but results will typically have flickering or distorted playback.
From the Resimulation rollout, enable Grid Resimulation and enable Use Time Bend Controls. You can increase the Amplify Resolution or leave it at 0. You can also add wavelet turbulence, if the Wavelet channel was exported in the base simulation.
If Play speed in the Input rollout is a constant value, use 3ds Max’s ‘Re-Scale time’ option to stretch the animations in the scene so that they match your speed. If you want a Play Speed of 0.2, scale the scene time 1/0.2 = 5 times.
You can choose between two methods of Time Bend in the Resimulation rollout depending on the result you need. Note that both methods work best for simulations with Steps Per Frame set to a value of 1;
The General-Purpose method can deal with all kinds of play speeds - both above and below 1, as well as playing backwards. This method runs fast, but may produce some flickering or motion jitter.
The Slow Down method works well only when your play speed is between 0 and 1, but will provide smooth playback without jittering or flicker. This method may produce more dissipation, so it’s good to combine it with Multi-pass advection for fire/smoke.
Disable all unused output channels before starting the Resimulation from the No-Export Channels option in the Resimulation rollout. This will reduce the cache file size and speed up the resimulation.
Are you simulating liquids or fire/smoke? All of these instructions are needed for fire/smoke, so if you are simulating liquids, you just need to go to the Input rollout and change the settings there.
Phoenix has two simulators - liquid and fire/smoke. They have different options. This info refers to the fire/smoke simulator: Chaos Docs
If you see the docs talking about options you don’t have, either you have an old Phoenix version, or the docs are talking about the other simulator type.
Now onto the issue - the RGB grid channel is not getting reconstructed from particle RGB when retiming a liquid simulation. This needs to be implemented, ETA next week.
However, you should be able to work around this using the Particle Texture of Phoenix 3.11 instead of the Grid Texture for the RGB of the liquid mesh material. You just need to substitute the Phoenix Grid Texture with a Particle Texture in the mesh material, pick the liquid particles, enable Color From Particle Channel and pick the RGB liquid particle channel. After that, you might need to increase the Particle Area Radius if you get gray or black spots in the liquid.
Nope, adjusting the Input controls does not require simulating again - you have already adjusted those, so the only thing left is to exchange the grid tex for a particle tex so you don’t have to wait until next week. Have you tried that?
hey, just jumping in here, since I will also have to do retiming on liquid simulations…does that mean its not possible to resimulate retimed liquids or that its just necessary in specific situations?
For liquids, changing the Time Bend controls is usually enough to re-time a simulation.
And if so…what would those specific situation be?
For example: I have a high speed water stream hitting a surface and need to retime it to 1/5th play speed, once the stream hits the surface.
I´m gonna run a test over night, but maybe you can already clear that up.
flickering is all gone when using Particle Tex instead of Grid Tex. I’m uploading the Particle Texture settings and some rendered frames. I’m using Color Intensity set to 2.0 which gives more vivid colors.
Keep in mind that If there’s a presence of black artifacts that could be caused by the particle area radius and/or areas blending method.