Top Tip Tuesday - Retiming Cached Particles

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  • เผยแพร่เมื่อ 2 ต.ค. 2024
  • Today’s Top Tip Tuesday begins with a cached fluid simulation of splashing particles. Different ways of re-timing the cache are then looked at. Firstly, by simply changing the playback speed of the entire simulation but then by exploring more advanced speed manipulation, setting up interactive speed ramps.
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ความคิดเห็น • 12

  • @TheArtOfThom
    @TheArtOfThom วันที่ผ่านมา

    This is awesome!

  • @ExpressoMechanicTV
    @ExpressoMechanicTV 9 วันที่ผ่านมา +1

    Fab - many thanks for sharing!

  • @nitromusik9275
    @nitromusik9275 9 วันที่ผ่านมา +1

    Thanks so much for all the great videos. Could you do one centered around cloth sim next? Im having a hard time with cloth (creating flags and stuff) and the few old resources didnt really help me understand the possibilities and workflows. Thanks so much

  • @EloiseShaw
    @EloiseShaw 9 วันที่ผ่านมา +1

    Great thanks Bob!

  • @ejicon3099
    @ejicon3099 8 วันที่ผ่านมา +1

    Would it be possible to get the project file for this tutorial? Thank you.

    • @INSYDIUMLTD
      @INSYDIUMLTD  8 วันที่ผ่านมา +1

      Hi, the link to download the scene file is now included in the description

    • @ejicon3099
      @ejicon3099 8 วันที่ผ่านมา +2

      @@INSYDIUMLTD Excellent! Thanks for answering my question and providing a download link so quickly. Always top notch customer services from the team at Insydium.

  • @MrSoquet
    @MrSoquet 9 วันที่ผ่านมา +1

    I know you said in the beginning of the video that it wouldn't work for VDB's but I'm wondering if you could look into developing retiming for VDB's. :) It seems like it would work by using a cache to reference all the files of animated VDB then just use the playhead functionality. Same concept just different file type.

    • @INSYDIUMLTD
      @INSYDIUMLTD  9 วันที่ผ่านมา +5

      It is possible to get a retimed VDB mesh, you just can't do it directly. The workflow is to cache and retime the particle sim first, and then create a oVDB mesh from the retimed particles. This mesh can be cached if necessary, and will perfectly follow the retimed particle source. We'll be explaining this technique further in a future Top Tip.

  • @ion5437
    @ion5437 8 วันที่ผ่านมา

    Magic, super useful. Thank you, Bob!

  • @powerfuse0
    @powerfuse0 8 วันที่ผ่านมา

    Anyone know if this is going to be a feature for trails Caches in future?

    • @INSYDIUMLTD
      @INSYDIUMLTD  7 วันที่ผ่านมา

      Hi there. You can achieve retimed trails by first caching and retiming your particles. Then, you can generate live trails from the retimed cached particles. You can go on to cache the generated trails from here. If you do, it's a good idea to use a separate cache object from that used by the particles. More details of this technique will be featured in an upcoming top tip.