TurbulenceFD & TimeTrack?

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Old 03 March 2013   #1
TurbulenceFD & TimeTrack?

Does anyone have experienced with using TurbulenceFD and TimeTrack?

I have an animation thats about 400 frames. Using a TimeTrack i slowed down the animation to about 700 frames (NOT linear time re-mapping)

I am using TurbulenceFD for some flames in the animation. But the TimeTrack does NOT seam to be slowing down the Flames, they play at full speed just longer amount of time.

I know that the other way to do this is to crank up the FPS then just play back at normal FPS. but in my test i need to crank up the FPS to around 300-400 per sec. in the slowest part. and I just cant afford to render that many extra frames to do the re-timing in AE. My test renders are coming in at about an hour a frame. So turning my 700 frame animation into a 4900 frame animation would blow my timeline AND my render budget.

any suggestions?
 
Old 03 March 2013   #2
You have to use the Simulation/Timing settings in the Simulation Container. There you can set the TimeScale % (Below 100 for slow downs and above for speed ups) to match with your time Track adjustments.
 
Old 03 March 2013   #3
THANK YOU!!! that did EXACTLY what i wanted. I just wish that there was a option to use a TimeTrack to drive this setting. This takes allot of trial and error to get it just right.
 
Old 03 March 2013   #4
TurbulenceFD dies when Time Scale is animated

LordSaddler,

Thanks for your suggestion it will work BUT i keep crashing.

I animate the TurbulenceFD Time scale from 15% to 100% all the frames at 15% Simulate great. then 1 frame into the "ramp-up" TurbulenceFD just hangs.

Could you try this and see if its a bug or if something in my scene is screw.

Thanks.
Duff
 
Old 03 March 2013   #5
Increase the substeps for the simulation.
 
Old 03 March 2013   #6
Did increasing the substeps stop the crashes?
I did speedchanges in simulations from 100%-2% within 2 Frames without any problems. Artifacts and spikes in sim time usually occur when you speed up alot, but your sim runs within the 100%.

An update with many bugfixes was released yesterday - maybe this will help...
 
Old 03 March 2013   #7
Substeps did not make a difforence. as soon as it got to the first frame of time change, it hung.

BUt the GOOD NEWS is that the update lastnight DID WORK!!! i already had my gridsize dialed down for testing. As soon as i re-simulated my scene with the new update it riped through the sim with no problmes.

tonight im going to to clear off my HD and setup a higher rez sim.

BTW is they any advantage to up-rezing a sim, or just redo a sim at higher resolutions?


Thanks for your help everyone.
 
Old 03 March 2013   #8
Cool!

Upresing keeps the overall shape of the sim, while resimulating might dramatically change whats going on - this can be good or bad, depending on what you need. For upresing the velocity cache is needed, which can get quite big.
 
Old 03 March 2013   #9
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