• 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Retimer Revisited
#1
Okay, I got no responses in the previous post. I am at a deadline and at an impasse.

To get to the bottom of the issue, I started a new project and kept it simple.

A FumeFX grid ad a simple source. I added Temperature to the channels because the Retimer tutorial says that is necessary for retiming. I Sim the Default cache from 0-150. So far so good.

I add Wavelet turbulence to the sim, see the velocity and extra detail channels, re-run the default cache. So far so good.

I then sim the Wavelet on the Default cache and generate that cache with the more detailed fire and smoke.

The I post process the Wavelet cache to remove the Texture and Velocity channels. Perhaps this is unnecessary for Retiming, but the Post Processing tutorial does this first, then Retimes. So far so good.

Then I Retime. Set it to 0.5. Check Adjust Playback Range. Operate on the Wavelet Cache, and when I try to Sim the Post Retiming, I get a message that Retime has been cancelled. So far so bad.

I selected the Default cache and the Retimer worked and when I viewed the Post cache, the default motion lasted 300 frames instead of 150. Looked good. It won't let me do the same thing to the Wavelet cache.

Why?
  Reply
#2
as I read correctly you want to retime your post processed cache ? after removing the texture and velocity channel ?
I think retimer needs the velocity channel for sure, right ?
  Reply
#3
Hello,

Retiming requires velocity channel and it seems that you have removed it from the wavelet cache.

Regards,

Kresimir Tkalcec
  Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)