tyCache issues
#5
One more thing to clarify, I´m quoting from a different thread, where you answered about the particle scale:

Quote:It can affect simulation down the flow, it all depends on what your Particle Physics collision radius value is set to. If you have it set to absolute, particle scaling won't be considered. If you have it set to scale radius, any changes to particle scale will affect the sim.

If you want particle physics collisions to conform to your meshes (whose size may be independent of scale), set the collision to shape radius instead.

My workflow would be:
1. Set display to sprite, use low res voxel to tweak sim til I´m happy.
2. Once I´m happy with the result, add shape and mesh op and set display to mesh, possibly add scale op if I use a lot of different meshes and then visually tweak the scale til I´m happy.
2b) Possibly add a second flow, use birth flow and flow update and tweak the scale and shapes settings in that flow for faster feedback.
3. Copy shape/mesh/scale op to the first flow and export cache with hires voxels.

In my current workflow I used "scale radius" set to 1 in the Particle Physics op and that got me close enough results when changing voxels from lores to high res.
But once I add shape/scale ops, the results are way off.
So how should I approach this, for a consistent result throughout all steps?

If I´m understanding this right, I´d have to use "absolut radius" and set that to about the size of the voxels (so if they are set to 0.2cm, I would use absolut radius of 0.2cm).
Is that correct?

Hm, ok, doesn´t seem to work like expected...
If I use absolut scale, I have to adjust the radius to half of what scale radius is (before adding shape/scale op).
Not sure if I understand the relationship here...

I´d guess that the voxel size describes the cubic dimensions of the voxels, while the absolute radius describes the radius of the collision spheres, so that would explain why I would have to set the absolute scale to half of that (diameter/2=radius).
I was probably just irritated because the particles filling the voxels are displayed as spheres (sprites), so I didn´t think of that relationship...

Can you confirm this?
If this is correct it might be a good idea to automatically default the absolute radius value to conform to the voxel size, if thats possible.
Or just make a note in the docs about that.
Anyways, still caching out with these settings, so I´ll probably be back in a second...Wink
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Messages In This Thread
tyCache issues - by insertmesh - 04-11-2019, 03:29 PM
RE: tyCache issues - by tyFlow - 04-11-2019, 11:17 PM
RE: tyCache issues - by insertmesh - 04-12-2019, 06:27 AM
RE: tyCache issues - by insertmesh - 04-23-2019, 11:36 AM
RE: tyCache issues - by insertmesh - 04-23-2019, 12:46 PM

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