View Full Version : slow_mo fluids
brassi 07-31-2006, 06:41 PM hi there,
how can ve we have slow motioned fluids. is there an utility like such in rigid bodies(rigid solver current time)? or do we have to accomplish it in comp?
thank you.
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Daniel-B
07-31-2006, 07:04 PM
I'm very new to Maya, but can you just render the fluid out at a higher frame rate....say 60fps and then slow it down in compositing that way? That's what I do in 3ds max. I don't know if it will work in Maya though.
AndersEgleus
07-31-2006, 08:09 PM
PixelMagic is right, but you don't need to wait 'til comp before you slow it down. The easiest way is to simulate and cache it at a higher framerate (or oversample the caching), then connect an animated time node into the currentTime attribute of the fluid. (Or make an expression like fluidShape1.currentTime = frame*0.5). If the fluid is not cached at a higher framerate, you can still get correct interpolation if you cache the velocity, but you may get errors if you batch render in segments (e.g. on a render farm) and also caching the velocity and density at the lower framerate will make the cache bigger than just caching the density at a higher frame.
brassi
08-02-2006, 10:14 AM
thanks for replies;
60 fps is okey. it slows down,as well as render time. what i am looking for is;
let say that i have an 10 second of animation and i want the slow motion only between 5 and 8 seconds. i've tried to use condition;(i plug the time node to first term, and give a number that represents to start of slow motion frame to second term and grater then stuff,later i wrote
to ıf true R field " fluidshape1.currentTime=time1.outTime*0.3" actualy it didn't work. (nothing but a red fluid)
there must be a way to state the software work 30 fps for given range of time, and change it to 60 fps in the range of another given time, same as we do in rigid bodies. how can we fake this in fluids
mighty mel lords just give a head start
thank you
apoc519
08-02-2006, 05:55 PM
sim your fluid at regular speed and cache it.
then execute this
setAttr -keyable 1 fluidShape1.currentTime;
then you can just animate the fluid current time. Simple
essencedesign
08-02-2006, 06:12 PM
Paul is right on there, I have had some funky things start to happen though when you introduce to many key frames , so try and keep it simple when animating your cache
brassi
08-02-2006, 11:06 PM
apoc519
PERFECT...
azshall
08-07-2006, 03:43 PM
PixelMagic is right, but you don't need to wait 'til comp before you slow it down. The easiest way is to simulate and cache it at a higher framerate (or oversample the caching), then connect an animated time node into the currentTime attribute of the fluid. (Or make an expression like fluidShape1.currentTime = frame*0.5). If the fluid is not cached at a higher framerate, you can still get correct interpolation if you cache the velocity, but you may get errors if you batch render in segments (e.g. on a render farm) and also caching the velocity and density at the lower framerate will make the cache bigger than just caching the density at a higher frame.
With particles (hence, NOT fluids), I've never had a problem with breaking (after I cache) the connection to time and just keyframing it. Works perfectly, however I've never tried this with fluids. ... With that said, based off of my very recent experiences, Maya's cache system seems to be VERY finnicky. Be careful when messing with it as when it comes to render time it may break or act very odd.
I wish I knew how to program in C/C++ or I'd just write a whole new cache system for Maya, I think the solution they've got is total ass. It COULD be so much better ...
az
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