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Found 5 results

  1. Hello Guys! I´m having a little trouble with a scene and was hoping you guys could help me figure it out. I´m trying to recreate this tire burnout effect. not the classical, lots of smoke everywhere, but this simple and detailed smoke. https://therealmarky.onfabrik.com/portfolio/audi-r8-spin at the moment I´m emitting some particles at the tire contact with the ground, and using them as an emitter for the smoke. The real problem comes with the slow motion. I´ve tried retiming the sim, but it wont match the animated car. I´ve tried doing the sim at the origin. smoke looks better, but its noticeable how it is moving across the scene. I´ve tried taking the time scale down to 0.5, 0.1, 0.05, 0.025. the sim slows down, but it obviously looses all the details from the microsolvers. My question is, how would you guys attack this kind of slow-motion shots? am I in the right track with the pops and timescale? Thanks a lot in advance!
  2. Hello Pals, Hope you all are having a great year so far. I am trying to do a shot with particles which needs slow motion on a certain camera moment. Basically, I just want to slow down the motion of my particles for few frames. I dont want to mess with the velocity etc as I really like the motion of my sim. I looked into time-shift, time-warp etc. But they always feel like a cheat and not much of a high quality solution. There is a "Scale Time" option on the POP net. But for some odd reason its locked and we cant key-frame it at all. That would have been the best solution, where we can just lower the timescale for bunch of frames and then resume it in normal speed. Can anyone just give me a brief why Sidefx would want to make this such a big deal and lock it on POP nets? Thank-you and have a great day! HD
  3. hello all, is somebody has solved problem like this, when i substepping the simulation into 10 substep on the dopnetwork, then setup the step playback frame into 0.1, then i write the cache with step 0.1, i got error number sequence. i had try with freeware for batching rename, but still didnt get the patern number because every 10 frame, the lenght of the filename was difference. its okay if the range under 100 framets but my frame above 3000 fame, its paintfully if i manualy rename the file. is there anyone ever had solve this case? thanks all.
  4. I want to make a scene that bullet pass through glasses(with fracture), fluid sims and other objects. but, when I make sphere to bullet size, It can't pass through and just bounced off. 1. How can I fix it ? 2. and wanna make it slow which node can I use for it ?? sorry for my poor English and will be pleasure if you help me Thx for read.
  5. Hey guys. how would you approach a slow motion shot? I have to do a fluid sim, which has to be slowed down drastically. so here is the information I have available: I have a raw plate which is 1600 frames long super slow motion. The plate is being retimed to 129 frames in nuke. After the retime the first 35 frames is normal speed, and then it slows down until it hits the slowest point available with the fps it was shot at (speed of the raw plate). So far my initial thought is to Sim the whole thing to the raw plate and then apply the retimed curve afterwards, but I have such a hard time getting my sim to look correctly when I sim it this slow, and also that means I have to sim 1600 frames. The other thing is that I have currently slowed down the timescale on the Dopnet for my sim to get it as slow as I need, and as soon as I do the look on my sim totally change. I figured it is because the timescale is not truly a timescale that can be used for this, but this is as far as my knowledge goes with regards to slowmotion stuff. So is there anyway I can sim at regular speed, so I maintain proper force appliance etc (timescale 1 on my dopnet) and then extract some kind of information (I am thinking substeps maybe?) that can give me the in between frames information (maybe @P?) and then slow it down that way? let me know what you guys think, or which approach you would use for something like this. Cheers
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