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Found 19 results

  1. Hey there, I'm trying to do some slow-motion with my flip sim and realize that reseed particles are messing up the retime due to its nature to generate new particles every few frames. However I cannot disable reseeding because i'm siming my flip with Narrow Band. is there a way to tackle this without disabling Narrow Band or is there a way to somehow set a fix number of particles and set-id so the sim won't get mess up when im trying to retime it?
  2. Is there a way to retime alembic instances? i would like to have an attribute on my points (before the copy to points sop) that sets the speed of the alembic animation and the frame it starts. is possible to use an agent setup? that has this functionality built in as far as i have seen..although my alembic file is very simple geometry - not a rig or anything like that. Any tips?
  3. Hi Guys I have a Maya scene exported out as Alembic cache. It has a very fast moving characters and camera. I want to retime the cache and slow it down. It was easy to retime the characters with Timewarp but how do I retime the camera Please Help.Also what would be the best solution to sim fast moving objects Substeps or retiming the shot. Thanks
  4. Hello, I have a velum sim where my object tears and split into 2 parts. I would like to slow down the animation. The problem is that when I re-sim with an adjusted scale time (on the dop parameter), my animation behaves differently. The motion is different. It is slower but the behaviour is different. I would like to keep the exact same behaviour/mption, just slower. I tried with the retime sop, it does what I wanted at first, but as soon as it reaches the moment where the tear happens, there is a glitch/artefact occurring due to I suppose a clash between a slower time and the same amount of substeps. Any way to get around that without re-siming at a lower speed? Thanks
  5. Hello. I'm making an explosion. It is an explosion that enters a plate shot at high speed. I am wondering how to approach it.. Is it necessary to retime after adjusting the time scale slowly from the beginning of simulation work? And there is a problem that can't be solved, such as flickering or interruption in the volume when retime is performed. Does anyone have any advice on this? Thank you.
  6. When you have complex ocean spectra layered together using masks with varying speeds, and even animated timescales, retiming them while keeping the same approved look becomes a technical challenge. In this lesson you will see how to achieve this as a procedural post-retime operation, without having to modify any ocean spectra individually.
  7. Hi everyone, I'm trying to retime a flip sim, but the retime node is creating a jittering when interpolating frames. Would this have anything to do with particle ids or num of particles changing between frames? and this is mucking up the interpolation? Thanks in advance, David RetimeJitter.hiplc
  8. Hi all, Going to get straight to my point here. I've been trying to wrap my head around a proper workflow for achieving good timings explosion and smoke simulations. Let's say in this example explosion , the look and the timings are great. My ideas are either having proper advection methods, using animated divergence, injecting high velocities for first few frames and then using drag to slow it down or (last idea I had today) using Time Warp node, to retime the whole explosion caches to your preferred look. Could someone experienced enough drop a few lines around what the approach of an FX artist is whilst tackling a explosion in a shot for a film or just in general. Am I going down the right path with these methods or is it completely off? Thanks
  9. Hey guys, trying to retime a FLIP sim cache, and even starting at 1.25 as suggested here - still getting some flickering... any ideas how to fix? Cheers! https://www.sidefx.com/forum/topic/59321/?page=1#post-273194 Also any chance there is a new UPRES RETIME for FLIP like the GasUp Res node? Would be great to slow down flip and fill in the gaps! Cheers!
  10. Hi everyone. I was playing around with the new Retime Sop which works amazing on pyro sims, so I was trying to slow down a flip fluid cache but not luck. if I turn on the interpolation method, the point position blows out, which seems logical since there is no way to found the correct ID for each point, and if I turn the interpolation off, it does exactly as they say, no interpolation. correct me if I am wrong, but seems like we have to follow the common method of "no reseeding" anyway right?. I thought there would be some new magical recipe, retiming the velocity field and advecting position or something wow like that. thanks guys!
  11. Hi there, Trying to use timeblend and timeshift to make velocity changes in original cached sim. I wonder if anyone knows a workaround to solve velocity issues when particle born or die. In this small example, particle die when is off the tank limits... same happens when you create whitewater... when particle born it stays with velocity 0 until it finds vel info on frame 2... if you are 10 times slower, than you will have 10 frames of static particle... Thanks for any tip or info on this timeblend_issue_4.mov
  12. I have sim cache in linear timespace and a timewarp curve in .chan file from nuke, and I want to get difference of time change from it to use as a multiplier for increasing velocity in motion blur. For now I`m stuck on my on e solution: I use slope node on timewarp to calculate the differences in time change, but I`m not sure that this is a right solution. frame_camera_expChan.chan timewarp.hip
  13. Hey guys, I have a Little question: what would be the easiest way to retime a fluid dynamically? So there is a timewarp node but I want a fluid to slow down on a certain Frame and then move on in the normal Speed. So probably Need a timrshift too and Switch to the correct retimed Version. Sry, could figure it out by myself but there's quite some stress atm with other parts of the Project : /
  14. Hello all, I have a sand set up based on points being advected by vdb vel. The results come out nice enough but the motion is too fast. I need the speed sim/solver speed to remain the same though to retain the kind of details I'm getting so I can't just multiply the fps down in the solver to cheap a slow-mo effect. What I'm looking for is to simply retime the points post-cache and make my cache slow-mo, which actually works using a timewarp (I just stretched the output range an extra few hundred frames) -- The slo mo effect is achieved but there is obvious stepping in between frames where the cache will freeze and play ever other frame (due to the stretching) To avoid this kind of stepping I tried using a timeblendql, which seems to have almost worked but because my points are dying and being deleted based on age, the timewarp breaks. Timewarpql has a neat feature where you can use the v of the point to blend between subframes, but since I'm inheriting my point v from the vdb vel its not as accurate is if you were using a trail sop, and again the trail sop breaks in my scenario because of the points being deleted perhaps based on age.. I can smooth the points together in post with nuke using a frameblend and you don't see the stepping... But i'm sure there is a proper and procedural way to interpolate between the substep frames of the point between A + B... just not sure how to go about this and I am having trouble finding a reference on the net. It would also be nice to have this setup on hands in the future. Thanks for all your time!
  15. Hey, I have a question about re-timing a cache. I don't need interpolation to slow it down, but rather I want the cache to play at normal speed, then gradually speed up. then go back to normal speed. I looked at time warp, but it only seems to remap the whole input and output rather than letting you gradually speed up or gradually slow down. How do I do this? Thanks
  16. 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
  17. I've found a few threads on this topic, but I haven't seen any concrete solutions or explanations that I can understand. I've followed the DT course on how to control your fractures to start, but now I'm getting pretty stuck with what I'm trying to accomplish (explained below). I still have a lot to learn about Houdini, so please let me know if my process if Goal: To cache out a sim of a solid object that fractures a little bit when in the air, then shatters even more when it impacts the ground. I'd then like to take this cached out sim and retime it. My Process: - Make a base object called geo_orig and fracture it with a voronoi fracture sop - Make the geo_orig a packed "RBD fractured object" - Use "glue adjacent" on geo_orig so I can control where the in-air shattering occurs by deleting unwanted constraints. - Then I go into the RBD packed object and hit "make breakable" and cache out the sim with a ROP output driver. - I make a new geometry called geo_read_sim and drop a file node within to read the cached sim - I append the time blend and time shift sops within the geo_read_sim node and that's when the problems start The Problems: - When I play the retimed sim, the geometry freaks out the moment a shatter happens. I think this is due to new points being generated on impact?) - Shattering related, retime unrelated: I can see shattered geometry coming out of unshattered geometry. Like the original geometry stays behind while a duplicate geometry shatters off and penetrates through the old. Any thoughts on why this might be occuring? Research: I've looked at the hip on here, but this deals with retiming a simulation, not a cached one. http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=22492&view=previous&sid=89f08de40a51517484edd04e850202a6 This one deals mostly with volume retiming. http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=118869&sid=b2c7bc6e940c50c42208fa380d53f641 This is the best one. It says on the 1st post of the 2nd page that changing the rbd solver from bullet to rbd and messing with the FPS works... but every time i turn the rbd solver on, I lose the fracturing on impact and glue constraint work. https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=25640&postdays=0&postorder=asc&start=25&sid=353a937f6b8da5898b0a29f9eb1ec0c4 Any help or pointers would really be appreciated. fracture_retime.hiplc
  18. Hey Folks, So i seem to be running into an issue of scaling time with bullet. When i use the scale time parameter on the dopnet it gives some weird results. At normal speed it works fine in terms of behaviour its just too fast for a slow mo shot. I could do it post sim using timeblend and time warping the bullet points but this wont give me accurate collisions with moving characters in the scene. I could attempt to retime the collision character and run the sim at normal speed then time warp it back to the normal speed i guess, but this would be much easier if Timescale worked. Any suggestions for making the timescale work live. Cheers Saqib
  19. Hey Guys, I know this has been asked a few times, and I did some searching, but I'm still unclear on a few things. I need to retime a large RBD sim, with many objects. The time scale parm on the dop network doesn't seem to be much use (?), and I've tried messing around with using a dop import to fetch my sim, and send that into a timeshift sop, but then how do I go about caching everything out? Is there a better way to do this? with more control? less iterations? Thanks!
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