Hi Guys
I am quite curious about any solution for this issue,Now that,thanks to cpu speed improvements, 3D fluids are becoming more and more a production tool i see myself using them quite a lot and i have to admit they can look gorgeous.
Unfortunately for us the big problem comes when a client sees a simulation and wanna play with speeds in slow motion for some of the shots.
Initially I assumed this wont be problematic,but as i will explain its becoming a bit of a nightmare.....
I found several ways that "in theory" will slow down the simulation,
- using the simulation rate scale option.
- oversampling the cache (1 cache per scene method and therefore a limit of 2gb [img]style_emoticons/<#EMO_DIR#>/sad.gif[/img] )and then scaling it to the new time.
- setting the frame rate at x speed from the original)
- creating a new time node,connecting to the fluid and scaling the timeOut
From my experience none of them manages to give even similar results from the original at slow motion,for example, if i have a fluid that travels 10 meters along x in 100 frames,for a half speed simulation with the same forces and fluid emission and properties i would expect it to travel the same distance in double the time ,in this case 200 frames,unfortunately this is not the case.
What is more worrying,all the nice billow motion detail looks much more flattened and simple.
So my Question is, any of you have succesfully managed to slow down a simulation keeping the movement ,travel distance and detail of the original?
Thanks a lot,
Mikel.