tious13 Posted November 22, 2015 Share Posted November 22, 2015 Hi, I've made a very simple scene to create the steam of a steam train, kind of cowboyish one for a little project. There is one scene where we need it to be in slow mo, like half speed.Beeing very new to houdini I would like to know if my setup is "correct/optimized" or if you have any tips to make it look better maybe, but more importantly what would be a good way to slow down the simulation, I've tested the dopnetwork time scale value but the results are not great with my scene. Thank you very much ! Quote Link to comment Share on other sites More sharing options...
oslo Posted November 22, 2015 Share Posted November 22, 2015 The simplest way for you do simulation as usual, but set more than 1 substep on the dopnetwork. As result you can get data beetween frames for your slowmotion. Quote Link to comment Share on other sites More sharing options...
CiaranM Posted November 23, 2015 Share Posted November 23, 2015 If you need extreme animated slowdowns, like bullet time, then the most reliable method may be to adjust the timescale under the advanced tab of the smoke/pyro solver, rather than the timescale of the dopnet. The obvious downside of this is that you'll have to simulate all of the frames, rather than interpolating between fewer cached frames. Also, note that not all of the microsolvers respect timescale, so you'll need to manually adjust rates according to your timescale e.g. source velocity, gas dissipate Quote Link to comment Share on other sites More sharing options...
tious13 Posted November 23, 2015 Author Share Posted November 23, 2015 Thank you guys, very helpful. Quote Link to comment Share on other sites More sharing options...
johnLIC Posted February 12, 2016 Share Posted February 12, 2016 Thanks for the help! This seems to stop the unnatural dissipation during my bullet-time simulation: hou.node("/obj/pyro_sim/pyrosolver1/dissipate1").parm("evap").setExpression('ch("../evap") * ch("../timescale")') I can't figure out how to use the timescale under the advanced tab of the smoke/pyro solver, though. In any case, keying the timescale seems to be working so far. Quote Link to comment Share on other sites More sharing options...
Atom Posted February 12, 2016 Share Posted February 12, 2016 Just export the sim as a .bgeo.sc sequence then bring it back in with a File node followed up by a TimeWarp. Then you can time stretch it as needed. Quote Link to comment Share on other sites More sharing options...
loopyllama Posted February 12, 2016 Share Posted February 12, 2016 Check out the Gas Up Res solver. It has a Time tab. There is a nice example file in the help. Search for Retime. Quote Link to comment Share on other sites More sharing options...
johnLIC Posted February 13, 2016 Share Posted February 13, 2016 Thanks all. I will investigate. It turned out that my sim was not behaving the way I wanted. I got closer by scalling the density, temp and velocity in the fluid source node, and the above dissipation fix, but the turbulence was acting weird, and the emission was not really scaling with time properly. Quote Link to comment Share on other sites More sharing options...
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