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Time offset cloned pyro sims via fields?

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  • RemoGambacciani
    RemoGambacciani last edited by Oct 29, 2024, 6:13 PM

    Hi everyone,

    is there a way to time offset pyro sims/particle sims in a cloner via fields?
    I want an array of candles (pyro sim) to be blown out one after another, but not simulate/cache all the candles.
    And basically control it via a linear field for example.

    It seems a little trickier than with regular keyframe animation...

    Any ideas?

    Thanks in advance and cheers 🙂

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    • Dr. Sassi
      Dr. Sassi last edited by Dr. Sassi Oct 29, 2024, 9:39 PM Oct 29, 2024, 9:39 PM

      Hi RemoGambacciani,

      Please have a look below.
      CV4_2025_drs_24_PYcb_11.c4d

      The main idea is to run the effect via a Vertex map and a Field.

      Is that working for you?

      Cheers

      Dr. Sassi Sassmannshausen Ph.D.
      Senior Trainer, Maxon Master Trainer, L&D - Strategist
      Cinema 4D mentor since 2004, Member of VES, DCS.

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      • RemoGambacciani
        RemoGambacciani last edited by RemoGambacciani Oct 30, 2024, 5:03 AM Oct 30, 2024, 5:03 AM

        Hey @Dr-Sassi , thanks a lot!
        Unfortunately thats not what I meant ...

        I was asking if we have a way to simulate just one candle/flame, then clone that cached single flame into an array and then time offset that cache via fields...

        The idea is to not having to cache a whole landscape of thousands of candles/flames instead working with just one small cached flame.

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        • Dr. Sassi
          Dr. Sassi last edited by Dr. Sassi Oct 30, 2024, 6:00 AM Oct 30, 2024, 5:58 AM

          Hi RemoGambacciani,

          Yes, there is an option, and I had hoped to get it working for you with the option above.
          .

          The setup is simple, and at the same time, it requires some steps to get there.
          The problem is that those setups typically produce a blend among stages, meaning it would ask for a Vdb from frame 23.45678…. Well, I haven't seen a cache with that. We need integer numbers, not "fractions here'
          .

          So, we must produce a single volume loader for each VDB file.
          This is rather simple: create a Cloner and produce the amount while all of them are in the same position. So, for 0-72 frames, we need 73.

          When the cloner is set up with the Volume Loader and the file name in the single Volume Loader (not set to Animation!), make it editable.

          Select all Volume Loaders and place the three letters num in the Frame field. That is all. Now move all selected Volume Loaders under a Cloner set to Clone Amount of one!
          The Mode is "Sort".

          Apply the plain Effector set only to Modify Clone, and use whatever Field you like.

          Now, place that Cloner under the Cloner. It would help if you produced your clones for the scene.

          The Falloff of the Field will now give you a VDB of 0-72, while the falloff value of 0-1.
          .

          Your scene might be different, but I guess that is not a problem to adjust.

          The file has no VDBs attached. You need your own. Use the Project Asset Manager to fix that.
          Test this before going into production.
          CV4_2025_drs_24_PYmg_01.c4d

          My best wishes

          Dr. Sassi Sassmannshausen Ph.D.
          Senior Trainer, Maxon Master Trainer, L&D - Strategist
          Cinema 4D mentor since 2004, Member of VES, DCS.

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