Particle simualtions and time-warping?

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Johan Forsgren

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Aug 30, 2012, 10:05:34 AM8/30/12
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has anyone done it without Caching everything out in say 250fps? Im working on a project what needs a lot of speedramping and the high framerates/ simulation times is killing me slowly from the inside out. Anyone figured out a different (faster/sloppier) way?

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Oleg Bliznuk

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Aug 30, 2012, 10:18:42 AM8/30/12
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I guess you need to make your own simulation node to replace the factory one and output deltaTime parameter which is directly influences on simulation time. I have builded something like that a while ago and there are possible some glitches with usage of SimulateFrameFraction attribute, but for my purposes it was enough. Maybe it can help - just plug it instead of Simulate particles node.
-Oleg
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Leonard Koch

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Aug 30, 2012, 10:47:03 AM8/30/12
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Sorry for the rather shameless self-promotion, but LK Lightning handles stuff like that like a charm. No caching needed whatsoever.

If you are already locked into something else, I found that using an average of the last and current cached frame can allow you to get away with a lot less simulated frames, as long as it is a smooth animation.
If you need a lot of jittery motion in slow-mo this probably won't work though.

Ciaran Moloney

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Aug 30, 2012, 10:49:19 AM8/30/12
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Are you comfortable time warping the cache rather than the live simulation? Is so, that's pretty easy.
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