09-14-2023, 03:17 PM
Hey all,
I suspect there's a simple and obvious solution to this but I've been racking my brain and not found one yet.
A flow with particles driven by a surface force is cached out for network rendering. A Mapping node set to Mapping from Objects; Affect particle mapping overrides with timing On Event Entry (frame 0) defines the particle UVs. The sim is cached from frame 0-1000 but rendered from frame 200-1000, so whatever texture is in the diffuse slot of the material applied is sufficiently scrambled by the first rendered frame. All great.
For another sequence I'd like to use the same setup but freeze the UVs at frame 600, so whatever texture is in the diffuse slot resolves at frame 600 and then dissipates again afterwards. I can achieve this by changing the Mapping timing to Frame: 600 to 600, applying a tyUVWFreeze to the flow and freezing the UVs at frame 600. Scrubbing backwards from frame 600 gives the desired result with the UVs correctly locked to the particles for the entire sim. I'd like to cache this out for network rendering however and can't figure out how to retain the frozen UVs in the cache since the tyUVWFreeze modifier is applied outside of the flow where the Export Particles node is.
I've attached an .mp4 with examples from a simpler scene I'm using to test and condensed to a 200 frame range.
A is the original flow, with Mapping node timing set to On Event Entry (frame 0).
B is the original flow, with Mapping node timing set to Frame: 100 to 100 and a tyUVWFreeze applied at frame 100.
C is a cache of the flow with the Mapping settings of B, and a tyUVWFreeze modifier applied to the cache.
Grateful for any help!
I suspect there's a simple and obvious solution to this but I've been racking my brain and not found one yet.
A flow with particles driven by a surface force is cached out for network rendering. A Mapping node set to Mapping from Objects; Affect particle mapping overrides with timing On Event Entry (frame 0) defines the particle UVs. The sim is cached from frame 0-1000 but rendered from frame 200-1000, so whatever texture is in the diffuse slot of the material applied is sufficiently scrambled by the first rendered frame. All great.
For another sequence I'd like to use the same setup but freeze the UVs at frame 600, so whatever texture is in the diffuse slot resolves at frame 600 and then dissipates again afterwards. I can achieve this by changing the Mapping timing to Frame: 600 to 600, applying a tyUVWFreeze to the flow and freezing the UVs at frame 600. Scrubbing backwards from frame 600 gives the desired result with the UVs correctly locked to the particles for the entire sim. I'd like to cache this out for network rendering however and can't figure out how to retain the frozen UVs in the cache since the tyUVWFreeze modifier is applied outside of the flow where the Export Particles node is.
I've attached an .mp4 with examples from a simpler scene I'm using to test and condensed to a 200 frame range.
A is the original flow, with Mapping node timing set to On Event Entry (frame 0).
B is the original flow, with Mapping node timing set to Frame: 100 to 100 and a tyUVWFreeze applied at frame 100.
C is a cache of the flow with the Mapping settings of B, and a tyUVWFreeze modifier applied to the cache.
Grateful for any help!