CGTalk > Software > Autodesk Maya > Maya Dynamics
Login register
Thread Closed share thread « Previous Thread | Next Thread »  
 
Thread Tools Search this Thread Display Modes
Old 02-25-2006, 03:40 AM   #1
Frescalus
Frequenter
portfolio
Neil Kirby
Maitland, US
 
Join Date: Jul 2003
Posts: 161
Send a message via AIM to Frescalus Send a message via MSN to Frescalus Send a message via Yahoo to Frescalus
rendering playback speed

hi everyone

I have a small problem here, I've tried searching for the answer here and so far no clue....

I have an animation http://www.delta3d.com/viseff/fluid_test.mov

now, we know that every time a frame steps, the fluid emits, this 1+ second movie shows it... the object is moving across a VERY long distance in a short amount of time which is causing the fluid to do what you are seeing here....

now, when I go into my preferences, I set the playback speed to .1, the fluid will playback just fine.. but if I go to render it it will still come out just like you see above... second thing I did was I adjusted the by frame in the render globals to .1... again, what you see above is what rendered but much slower....

so my question is, besides adjusting the animation to be longer (and the playback speed at 1) is there a way I can render those subframes like the playback speed is playing them so the fluids come out smooth? or am I just gonna have to extend that animation over 10x seconds and use compositing to speed it up?
__________________
Ashes to ashes, dust to dust...if you don't animate it, its going to rust.
www.kirbyfx.com
vimeo.com/kirbyfx
 
Old 02-25-2006, 07:03 PM   #2
cosku
El Turco
 
cosku's Avatar
Cosku Ozdemir
VFX Supervisor
Robotika Films
Istanbul, Turkey
 
Join Date: Dec 2005
Posts: 134
Hi,
Leave your playback settings at 1, but instead in Fluids menu, go to the Caching options,
and turn on Oversampling there ( to 5, 10, whatever ).
This way you'll be able to render integer frames only instead of all the subframes once you simulate if with oversampling.
 
Old 02-26-2006, 03:18 AM   #3
Frescalus
Frequenter
portfolio
Neil Kirby
Maitland, US
 
Join Date: Jul 2003
Posts: 161
Send a message via AIM to Frescalus Send a message via MSN to Frescalus Send a message via Yahoo to Frescalus
you the man...

that worked like a charm.... honestly, it was right in front of my face, I knew the answer, and somehow I missed it... it took a second eye to knock me in the head LOL

now, is there a way I can do this without caching the fluids? >< this is probably another answer right in front of me too heh
__________________
Ashes to ashes, dust to dust...if you don't animate it, its going to rust.
www.kirbyfx.com
vimeo.com/kirbyfx
 
Old 02-26-2006, 05:59 PM   #4
cosku
El Turco
 
cosku's Avatar
Cosku Ozdemir
VFX Supervisor
Robotika Films
Istanbul, Turkey
 
Join Date: Dec 2005
Posts: 134
Yeah,
Instead of emitting from a cube/sphere/point,
emit from a tube that is long enough that you don't see the staggering :P
If it looks awkward once it is far away, you can keyframe the emitter's scale to touch up wherever needed.

-cosku
 
Old 02-26-2006, 05:59 PM   #5
CGTalk Moderation
Lord of the posts
CGTalk Forum Leader
 
Join Date: Sep 2003
Posts: 1,066,480
Thread automatically closed

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
__________________
CGTalk Policy/Legalities
Note that as CGTalk Members, you agree to the terms and conditions of using this website.
 
Thread Closed share thread


Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 12:07 PM.


Powered by vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.