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Federico

Retime cached flip mesh

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Hi guys! I need to slowdown a flip fluid mesh, to see if i can avoid to redo the flip simulation.

I tried with a simple timewarp (from 1-500 to 1-700) but it cause a jittering in the fast moving parts. So i tried to retime my compressed particle cache using a blend node and a custom node called timedrive (from orbolt), but both fail. I guess because i have the reseeding option enabled which change the point ID. Someone has some suggestions on how slowing down a flip fluid without having to resimulate everything?

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Did you cache @v? Can't try this right now, but let's say: oldFrameNumber/newFrameNumber = 500/700. So your new frame 75, for example, would be old frame 53.57. You sample P at frame 53 and add 0.57 times your velocity per frame to get your position. It'll be jerky but should work despite varying id's.

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In the end i had to resimulate the flip fluid without the reseed, unpack the compressed cache and then apply the timeblend/timewarp combo. I'm curios about your method, i should still have the old cache of the meshed flip fluid (with the velocity attribute) to test it out. I have to use a point vop right?

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You could use a point VOP, or just timeshift to your desired length then use a wrangle node:

f@frameFraction = ((@Frame - firstFrame) * (oldLength / newLength)) % 1;
@P += @v * @frameFraction * @TimeInc;

 

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