Re: Particle simulation retime

Date : Tue, 03 Jan 2006 16:19:30 -0600
To : XSI(at)Softimage.com
From : Oscar Juárez <send.me(at)antropomorphia.com>
Subject : Re: Particle simulation retime
Hello im involved in this project too
The problem with this is that we already have big troubles with deadline and render times.
So rendering even more its not quite an option. We wanted to render only the necesary frames
for the retiming that was done in the captures we have done for the full sequence.

So the last resort is to re do the simulation modifying forces, etc.

Below i reproduce a mail from Vince Fortin where we got the idea of putting the cache
to the mixer via the particle player hoping rings some bells.

thanks for the help guys.


Vince Fortin wrote:
Hi Matt, sorry for the delay!
It's been some time now since I've tried that and honestly I'm not
sure I can guide you precisely but it's worth giving it a try:

Cache your particles, load them with the particle player
(Create>Particle>From File). That creates an independant particle
cloud without the simulation operator. (very cool, for more info about
that check out the sim doc)
Then you have to create a clip to the mixer and, from memory, I think
I did that by storing an action. It could have been a shape clip but I
doubt it because it would most probably have led to crazy results due
to the dying & newborn indexes.
Anyways once it's in there you've reached your goal.

I wish I could test it while writing this but I know I've done it in
the past. The idea came from a discussion we had on this list so you
might wanna search the archives.
I think things would be much easier it we had keyframing access to
XSI's global time variable. I mean, unless I'm missing something,
that's the whole point of the particle player: reading, duplicating,
warping & offsetting in time particle systems without the pain.

Hope this helps Matt, keep us posted...

Vincent


guillaume laforge wrote:
Just an idea :
 
With your particle player files, you could try to render several passes. First one without motion blur.
Then an other one with motion blur ON with Shutter open and close set to 0.25 for example, then an other one with Sutter open/close
to 0.5 etc...
 
You'll see that if you use the same value for open and close, you render something like a subframe (and without motion blur).
Last you will need to rename the frames indexes in order to merge the different "subframes passes" in one slow motion pass.
 
Not very simple but possible.
 
Hope this help.
 
Guillaume Laforge


 
2006/1/3, Orlando Esponda <microxx(at)gmail.com>:
Hi everybody.

I have a particle simulation already done, and the clientes liked the
way it behaved
now the issue is that we have to do a slow motion of that same
simulation, we have several
parameters and forces animated, so doing it by hand wouldnt ensure a
simulation similar
that the one we have. We have the cloud and some ptp files loaded on the
particle player
on another scene. There was some thread no long ago, where Vince Fortin
said that you could
put the PTP files as a clip in the mixer via the particle player, i have
looked on the archives and i
havent found a way to do it. Anyone knows how to put the PTP files on
the mixer?

or, anyone knows he best way to retime the particle simulation, not
necesarily with the particle
player?

thanks in advance.
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