time stretched binary loader jumps
Posted: Wed Oct 21, 2015 5:05 pm
Hi.
Doing a timewarp effect using standard particles. Right now it is a three step process due to the workflow at hand:
1) import .sd from Maya and make splash simulation using the impact of the imported sd and a crown daemon
2) using retime tool timewarp the splash sim slightly to match directed action
3) in another scene, import and extend retimed sim from 2 using binary loader with time multiply of 0.10000, mesh and export.
(we need the extended x10 sim as oversampling to handle a varispeed effect which is being done in Maya)
The problem I am getting is that every 20 frames the retimed particles make a big jump. The interpolation is perfectly smooth otherwise. Obviously these jumps kinda ruin the super slow motion effect we are going for. Interpolation method doesn't matter.
Looking a little closer it seems there are particles being added every few frames, from a few hundred to a few thousand. This is happening in the original sim. I am not using a sheeter daemon and the source of the particles is a filled sphere. If anything they should be going down in number as a few are squeezing out and getting killed by kill volume. By the end of the sim the number of particles has increased 7x. That certainly helps the look of the splash but it is messing up the timewarp...
So what is adding the particles and how can I get a timewarped sim that doesn't jump because of them? Thanks!
Doing a timewarp effect using standard particles. Right now it is a three step process due to the workflow at hand:
1) import .sd from Maya and make splash simulation using the impact of the imported sd and a crown daemon
2) using retime tool timewarp the splash sim slightly to match directed action
3) in another scene, import and extend retimed sim from 2 using binary loader with time multiply of 0.10000, mesh and export.
(we need the extended x10 sim as oversampling to handle a varispeed effect which is being done in Maya)
The problem I am getting is that every 20 frames the retimed particles make a big jump. The interpolation is perfectly smooth otherwise. Obviously these jumps kinda ruin the super slow motion effect we are going for. Interpolation method doesn't matter.
Looking a little closer it seems there are particles being added every few frames, from a few hundred to a few thousand. This is happening in the original sim. I am not using a sheeter daemon and the source of the particles is a filled sphere. If anything they should be going down in number as a few are squeezing out and getting killed by kill volume. By the end of the sim the number of particles has increased 7x. That certainly helps the look of the splash but it is messing up the timewarp...
So what is adding the particles and how can I get a timewarped sim that doesn't jump because of them? Thanks!