Re: Particle simualtions and time-warping?

2012-08-30 Thread Ciaran Moloney
Are you comfortable time warping the cache rather than the live simulation?
Is so, that's pretty easy.


On Thu, Aug 30, 2012 at 3:05 PM, Johan Forsgren  wrote:

> has anyone done it without Caching everything out in say 250fps? Im
> working on a project what needs a lot of speedramping and the high
> framerates/ simulation times is killing me slowly from the inside out.
> Anyone figured out a different (faster/sloppier) way?
>
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- Ciaran


Re: Particle simualtions and time-warping?

2012-08-30 Thread Leonard Koch
Sorry for the rather shameless self-promotion, but LK Lightning handles
stuff like that like a charm. No caching needed whatsoever.

If you are already locked into something else, I found that using an
average of the last and current cached frame can allow you to get away with
a lot less simulated frames, as long as it is a smooth animation.
If you need a lot of jittery motion in slow-mo this probably won't work
though.
On Aug 30, 2012 4:19 PM, "Oleg Bliznuk"  wrote:

> I guess you need to make your own simulation node to replace the factory
> one and output deltaTime parameter which is directly influences on
> simulation time. I have builded something like that a while ago and there
> are possible some glitches with usage of SimulateFrameFraction attribute,
> but for my purposes it was enough. Maybe it can help - just plug it instead
> of Simulate particles node.
> -Oleg
>


Re: Particle simualtions and time-warping?

2012-08-30 Thread Oleg Bliznuk
I guess you need to make your own simulation node to replace the factory
one and output deltaTime parameter which is directly influences on
simulation time. I have builded something like that a while ago and there
are possible some glitches with usage of SimulateFrameFraction attribute,
but for my purposes it was enough. Maybe it can help - just plug it instead
of Simulate particles node.
-Oleg


Simulate Particles Advansed.xsicompound
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