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Showing results for tags 'cache smoke'.
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Hi , I have a hero building destruction sim, I need to create dust smoke sim for it, the problem I am facing is caching, I have three fields (temperature , density and vel). In render , I need density and vel fields, so I deleted temp field and I deleted vel field where there is no density, I use pyro-post-process sop node, convert it to vdb, resample it to 2 voxel scale, I think , I did all adjustments that said in sidefx community and odforce. Although my voxel size in sim is 0.1 ,substep 3 and frame size is approximately 13-14 MB , the cache time is very long (first 50-60 frame is cached in an hour, but next 10-15 frames are cached in 3 hour ) , is this normal ? please share your experience , my pc --- core i7-10th, ram 32GB,
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Hi all, I've been looking around for a solution to a problem I'm facing. Would it be possible to have a smoke cache which you read in from disk and stamp it on to around 10 points using the "new" for-each method instead of stamp copy. Each of the points which I am using as a destination geometry has a StartFrame attribute assigned which would define when the cache starts playing and when it is stamped on to the point. I think I'm missing a Timeshift somewhere in my network but I'm not really aware where to use it. My current take on this is using a switch node with a null as a second input and switching based on a point expression looking for the StartFrame attribute and comparing it to the current frame, once the current Frame is bigger than the attribute it switches to the first input and copies the cache onto the point. The problem is that the cache isn't offset anywhere, so it just plays whatever frame is being read from the disk for all the points even thought it's copied onto the point at random times. I've only found solutions to this problem using the copystamp which isn't really efficient nowadays. Thanks!
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