eunchae 1 Posted November 11, 2020 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. Share this post Link to post Share on other sites
eunchae 1 Posted January 11 I solved the retime problem by simulating a 24FPS operation to 96FPS and then turning it back to 24FPS. But I don't think this is a perfect solution... 1. When there is only density, if I use the retime node, the feeling that the quality has decreased every frame repeats. 2. When there is a field other than density. In the case of an explosion, the fire will flicker. Is there anybody to help? Thank you. Share this post Link to post Share on other sites
Keithtron 18 Posted January 11 The only volumes I've retimed have been dust, so no extra fields besides density/vel. In the case of dust, I've been pretty happy with the Retime SOP. Are you using the 'Advected' Blend Mode setting? Sometimes with shots that bounce between hyper slow-mo and faster motion it's easier to just run the sim at slow motion, and then speed it up after. You need to sim many more frames, of course, but likely a better end result IMO. And as for speeding it back up, you could try the Retime SOP or something, but I've also seen entire shots/sequences rendered in slow mo and then time-warped in comp, even though it's really wasteful from a rendering standpoint. Share this post Link to post Share on other sites