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idFireSmoke_Resimulation_Overview

Rendering and simulation cache paths can be set manually. For information on how to do this, see the Tips and Tricks page regarding simulation paths and resimulation paths.

When performing a resimulation, it is recommended that you leave the Dynamics settings unchanged between running a base simulation and resimulation unless more advanced behaviors are specifically needed.

Additionally, the scene must be intact between running the base simulation and the resimulation. Please do not remove any Sources and their emitters, obstacles or forces that interact with the simulation.

 

The resimulation workflow for Fire/Smoke is as follows:


 

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Enable Velocity in the Output rollout. If you are going to add wavelet turbulence as well, also enable Wavelet.

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Start the original (base) simulation and let it run through.

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Enable Grid Resimulation or Particle Resimulation. Adjust the resimulation options in this rollout if needed.

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Start the simulation again - this time the Resimulation will take place. You can switch between preview and render of the base and resimulated caches by enabling/disabling the Resimulate checkbox.

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Example: Resimulation with Wavelet Turbulence

 


 

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The example below shows the difference between a base Fire/Smoke simulation and the Resimulation result when using Wavelet Turbulence.

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Base Simulation

 

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Resimulated with Amplify Resolution = 1
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Phoenix has many tools for changing the animation timing of a cache sequence after it is simulated. Resimulation with enabled Time Bend Controls can produce smoother playback in cases where the Input Time Bend controls are insufficient. For more information on Resimulating with Time Bend, see the Tips and Tricks topic on How to slow down a simulation, animate the time scale, etc. for more information.

 

 

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idFireSmoke_Resimulation_UseTimeBend

Use Time Bend Controls | resim_grid_timebend – Change the time scale of the base simulation according to the Time Bend Controls in the Input rollout. You need to re-scale the animation of all other interacting objects and sources in the scene as well. For constant play speed, use 3ds Max's Rescale Time feature.

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idFireSmoke_Resimulation_TimeBendMethod_GeneralPurpose

General-Purpose – Works for all play speeds including backwards playback. It resimulates more quickly, but might produce flickering or jittering in the movement of the fluid. Sources, obstacles, or forces do not need to be present in the scene for this method. However, this method may not produce satisfactory results with animated sources.

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idFireSmoke_Resimulation_TimeBendMethod_SlowDown

Slow Down – Works only for play speeds between 0 and 1. It will produce smooth playback without flicker or jitter but will add more dissipation in the long run, so it's better to combine it with Multi-Pass Advection. This method requires all used sources, obstacles and forces to be present in the scene. Any animation in the scene will need to be adjusted accordingly and slowed down to the play speed of the resimulation.

 

 

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Example: Time Bend Resimulation

 


 

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The example below shows the difference between the Input roll-out → Frm.Blend Interpolation used to slow down without resimulating, the Resimulation → Slow Down Time Bend Method and the Resimulation → General-Purpose Time Bend Method.


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Input Play Speed = 0.2, Interpolation Blend

 

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Slow Down method + Wavelet

 

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General-Purpose method + Wavelet

 

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