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Slowmotion FLIP - am I doing it right?


Skybar

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Hello! I wanted to do a watersplash in slowmotion, to keep it simple lets say I'm dropping an RBD sphere with some initial velocity into a tank of FLIP fluid. That works great, all splashy and fine.

Then I wanted it in slowmotion, so I lowered the timescale of the DOP network a lot (to around 0.05) - but the thing here is that it slows everything down. The sphere is no longer splashing down, it's more like it's being gently put into the water - barely disturbing the surface at all.

So, I then tried upping the Time Step to the value it had before lowering the timescale. So basically I have the same Time Step (around 0.04) as with the original simulation, but with a much lower timescale (0.05).

This does seem to work the way I want it to. But, is this the "right" way to do a FLIP (or anything inside a DOP network I guess, smoke/fire and so on?) simulation in slow-motion, while keeping the same look it had in realtime?

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You can simulate your Flip sim in real time and retime after already cached sim.But for retime you should turn on in FLIP SOLver - Particle motion tab - Add id attributes and in Reseed tab turn off Reseed particles. After chache your particles to disk --> load them -->append time blend sop and after time shift sop.Delete current expression in time shift node put key in the 1 st frame and for example in the 100 frame ( 1st frame will == 1 cached frame but in 100 frame write for example 50 ) .Think it should help to achive your goal.And don't forget check your interpolation curve and modify it if you want in Channel editor.

Small Hip file included.

flip_retime.hip

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