two simultaneous retimer events result in position mismatch/offset
#3
(05-26-2023, 01:21 PM)tyFlow Wrote: It's really difficult to understand what's going on from just that explanation. Need to see a scene or playblast or something...

If you can't select something, that means there's a circular dependency somewhere. For example, if your flow is referencing an object, you can't also apply a tyParticleSkin to that object and select the flow - you need to duplicate the object and apply the tyParticleSkin to the duplicate.

Okay so i have managed to sort the bun and patty collision with retimer by merging both tyflows into one event. I found it is the only way for the retimer to apply equally to both objects and have them synchronized but using one event for everything has it's Pros and Cons. For example you are limited picking colliders so if you need to add more objects that have different bind soft properties and collide with each other you cant pick them all because you run into the circular referencing issue. So if i add another layer on the burger, let's say cheese object, separately it behaves ok in normal speed but activating the retimer it seems to collide with an invisible patty from a different point in time as you can see in my file. If i merge the cheese tyflow with the bun and patty into one event then i cannot pick the patty collider for the cheese also their particle bind behaviour changes drastically with same parameters, they react like way too soft bodies deinflating and collapsing. This was happening with the Bun + patty as well. So basically there's a huge difference in behaviour when retimer is enabled and i don't know how to compensate for it to get the same result or remove that patty invisible collider or control it in some way that would not interfere. It seems it belongs to the same patty falling but at a slower speed, bugs my mind.
I've also tried the Tyretimer controller for the cheese referencing the patty but it just collides in a weird way intersecting with the patty. It's important to get it right as i need to add other elements, like another layer of patty + cheese, tomatoes, salad + the top bun. I know it could be challenging but well worth it. As of now i feel it requires too much param fiddling with so many different behaviors Smile
Another thing...i noticed that using single core it takes around  20% less time to simulate than using auto on my 32cores machine (2990WX). Why would that be as it would render the pro license a bit useless at least for this project. It's very slow, like 5th day fiddling with the params to get the right behavior. Thank god it's only for my portfolio and not a customer.
Also i cant use CUDA at all as the behaviour again is crazy, cheese and bun was twisting and acting crazy no matter what params i tried never got anything similar to simulating without CUDA. Using the latest nvidia studio drivers on a 2080TI.  

Any thoughs that could put me in the right direction will be much appreciated.

Edit: particle groups may or may not be correctly configured, i just tried all different options i could but the colliding issue on retimer was the same without using groups on 1,2,3 as well, i thought i should clarify it in case it helps...you will see that if you disable the retimer for the Tyflow_cheese it then collides correctly with the patty. Same goes for that other layer i had with sesame seeds. If i want them retimed in sync with the rest i can't. in a separate Tyflow it never gets in sync, putting them in the same Tyflow event with hte Bun and Patty doesn't let me pick the Bun to bind the seeds to its body due to circular referencing restriction. I hope it makes sense. I know there must be a way around it im just too inexperienced


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.max   Cheese_practice_scene.max (Size: 6.82 MB / Downloads: 137)
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Messages In This Thread
RE: two simultaneous retimer events result in position mismatch/offset - by Paul_A2412 - 05-30-2023, 04:55 AM

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