arkahtek Posted July 21, 2016 Share Posted July 21, 2016 (edited) Hey guys after my last post on asking for help on how to up -res a pyro sim i decided to rebuild it from scratch with higher resolution from advice here on the forum. Now i'm trying to retime the sim to slow down the nuke explosion. I tried time scale but it changes the look of the sim. I've never used Time shift or Time blend nodes. I understand that using these nodes does NOT change the look of your sim, which is what i want. I Also caches out _$F.bgeo.sc files from the sim. I've read you can slow down cached files as well some where here on this forum. If that option is feasible how do i go about slowing that down. Can someone please explain to me where in the autodop network from the screenshot below i would put those nodes and at what setting i should start with. Thanks Edited July 21, 2016 by arkahtek Quote Link to comment Share on other sites More sharing options...
3dome Posted July 21, 2016 Share Posted July 21, 2016 I have heard that slowing down a pyro sim post sim (from cache) is like impossible (please correct me if i'm wrong). If you know before the sim that you will be playing with its speed, sim it slower (ofc more frames then to compensate) and then you can easily speed it up (and have the slow version by default). Anyway, what you can do is try to load your cache, put down a timeblend and a time warp Quote Link to comment Share on other sites More sharing options...
arkahtek Posted July 21, 2016 Author Share Posted July 21, 2016 (edited) Hey thanks for the reply 3dome. After i load up my cache files, where in the pyro chain would i put the time blend and time warp nodes using the screen shot above. Also if its like impossible, i don't mind doing it before i cache it. How would i go about doing that? "sim it slower (ofc more frames then to compensate)" Can you explain this process. Thanks Edited July 21, 2016 by arkahtek Quote Link to comment Share on other sites More sharing options...
rbowden Posted July 21, 2016 Share Posted July 21, 2016 It's not impossible...This topic has be covered so many times already. These four were found within 20 seconds of doing a search on the forums. http://forums.odforce.net/topic/10129-slow-motion-pyro-simulation/ http://forums.odforce.net/topic/18214-slow-motion-dop-smoke/ http://forums.odforce.net/topic/24445-steam-train-slow-motion/ http://forums.odforce.net/topic/17336-retime-large-scale-pyro/ 1 Quote Link to comment Share on other sites More sharing options...
arkahtek Posted July 21, 2016 Author Share Posted July 21, 2016 (edited) cool i'll check these out thanks edit i read these already..since i'm totally new to using these nodes or even Retiming anything..i really need a little more in depth explanation on how to accomplish this. i'll try to decipher the last link you sent in the post it explains the process the best ..thanks Rbowden Edited July 21, 2016 by arkahtek Quote Link to comment Share on other sites More sharing options...
rbowden Posted July 21, 2016 Share Posted July 21, 2016 Super quick example of how you can do it. Upped the substep on the dopnet to 2 and put a timewarp down. I am doing it on the live sim for demostration purposes but, It is advised to do this on the cached (regular speed) sim. pyro_timewarp_RB.hip Quote Link to comment Share on other sites More sharing options...
arkahtek Posted July 21, 2016 Author Share Posted July 21, 2016 (edited) cool!! i'm going to try it now.. thanks i'll report back. if you need my files i'm happy to share it hey RBowden, in the input range for the time warp node, since my original amount of frames is 1 to 48 do i put that in the input section? Rbowden you're the freaking man!!! or woman. I really want to thank you for taking the time out to do this and make the file. my computer is kinda slow but i can see the simulation slowed down. In the time warp node i put my input as 1 to 48 like in the timeline ..then i put the output to 1 to 240. this was really a big help. and it seems simple enough. EDIT: Is the Flickering normal in the viewport when playing back the Retimed sim? Its not bad, but sometimes the color of my explosion change for a second then it goes back to the original color. Edited July 21, 2016 by arkahtek Quote Link to comment Share on other sites More sharing options...
tamagochy Posted July 22, 2016 Share Posted July 22, 2016 There is nice node volume retime ql. Set range by frame and enable vel field scale and choose preset compute from frame. 1 Quote Link to comment Share on other sites More sharing options...
rbowden Posted July 22, 2016 Share Posted July 22, 2016 Just want to add that if you want to use the volume retime ql (which is awesome and thanks for bringing that up Andrii), you will need to install qLib tools:https://github.com/qLab/qLib Quote Link to comment Share on other sites More sharing options...
Farmfield Posted July 22, 2016 Share Posted July 22, 2016 Dunno how far you can take a retime in Houdini but when you are at the limit, you could probably push it a bit more, retiming the render in comp using Kronos in Nuke or alike. 1 Quote Link to comment Share on other sites More sharing options...
arkahtek Posted July 22, 2016 Author Share Posted July 22, 2016 The qlib installation is for windows and linux. i don't see the instructions to set up the houdini environment for mac. Is there one? Quote Link to comment Share on other sites More sharing options...
Farmfield Posted July 22, 2016 Share Posted July 22, 2016 (edited) It's all in the houdini.env, you got nothing you need to add in the global environment in OS X. There's nothing in the Qlib stuff that is OS specific, it's all xml, python and otl's. Just pop this into your houdini.env and you're a go! QLIB = [ * path to qlib root folder here * ] QOTL = $QLIB/otls PATH = $QLIB;& HOUDINI_PATH = $QLIB;& HOUDINI_OTLSCAN_PATH = $QOTL/base;$QOTL/future;$QOTL/experimental;@/otls;& HOUDINI_TOOLBAR_PATH = $QLIB/toolbar;@/toolbar;& HOUDINI_GALLERY_PATH = $QLIB/gallery;@/gallery;& HOUDINI_SCRIPT_PATH = $QLIB/scripts;@/scripts;& Edited July 22, 2016 by Farmfield Quote Link to comment Share on other sites More sharing options...
arkahtek Posted July 22, 2016 Author Share Posted July 22, 2016 (edited) Hey thank you farmfeld..where have you been man?! i redid the nuke by the way, you can see it in the pic above ..thanks for the help.. i'll copy it from here and add it to the houdini env. just to be clear i just have to open the houdini terminal and paste this in? Edited July 22, 2016 by arkahtek Quote Link to comment Share on other sites More sharing options...
Farmfield Posted July 22, 2016 Share Posted July 22, 2016 Cleveland in '86, Egypt in '93, Paleochora in 2014, lots of places. Naeh, been drowning in RBD and Pyro refreshing & RnD - that's why I dove in here too, I'm gonna add the retiming to my Pyro RnD curriculum. And the Nuke looks great as a still, looking forward to see the sequence and a breakdown when it's done. Quote Link to comment Share on other sites More sharing options...
arkahtek Posted July 22, 2016 Author Share Posted July 22, 2016 (edited) thanks man.. and that so cool. yea i'll post back here with the file when its done. hey before you go i'm trying to set this up but i get error messages when i copy and paste the stuff in the houdini terminal. i'm kinda lost here i'm trying to find the houdini.env on my mac.. tried going into ~/Library/Preferences/houdini/X.X/houdini.env but i don't see the houdini.env file in there. i'm on 15.5 Edited July 22, 2016 by arkahtek Quote Link to comment Share on other sites More sharing options...
Farmfield Posted July 22, 2016 Share Posted July 22, 2016 Aah, seems there's not a default houdini.env on mac so just add one, create a text file in the houdini15.5 folder and name it houdini.env and paste the stuff I wrote, changing the path to where you unzipped qlib. Quote Link to comment Share on other sites More sharing options...
arkahtek Posted July 22, 2016 Author Share Posted July 22, 2016 ok i'm going to try that now. thanks farmfield Quote Link to comment Share on other sites More sharing options...
arkahtek Posted July 22, 2016 Author Share Posted July 22, 2016 i tried it nothing shows up in houdini i created the .txt file like in the image below then i placed it in the houdini folder, then i opened up houdini to see if the nodes showed up..but nothing new popped in, is there another step to this or did i enter something wrong Quote Link to comment Share on other sites More sharing options...
Farmfield Posted July 22, 2016 Share Posted July 22, 2016 LOL, just take away the [* * ] stuff - just add the path. That's on me, trying to make it obvious, I made it look like something complicated, otherwise it's as it should be. QLIB = /path/to/qlib/root/folder/here/ QOTL = $QLIB/otls PATH = $QLIB;& HOUDINI_PATH = $QLIB;& HOUDINI_OTLSCAN_PATH = $QOTL/base;$QOTL/future;$QOTL/experimental;@/otls;& HOUDINI_TOOLBAR_PATH = $QLIB/toolbar;@/toolbar;& HOUDINI_GALLERY_PATH = $QLIB/gallery;@/gallery;& HOUDINI_SCRIPT_PATH = $QLIB/scripts;@/scripts;& Quote Link to comment Share on other sites More sharing options...
arkahtek Posted July 22, 2016 Author Share Posted July 22, 2016 (edited) lmao ok i'll try it again.. ok i put it in..still nothing.. i feel like i'm making a very small mistake somewhere.. thats the .txt file and the second screenshot is the folder i put it in Edited July 22, 2016 by arkahtek Quote Link to comment Share on other sites More sharing options...
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