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The TimeShift SOP will cook its input at a different time than it itself is cooking on. This allows one to gain access to earlier or later frames, or to retrieve data always at a specific absolute frame.
Note that the TimeShift SOP doesn’t cache the input, so depending on how the data is accessed, the Cache node may be more efficient.
Determines if the input should be cooked at a given frame number or a given time. Time is measured in seconds.
The frame number to cook the input on.
Rounds the given frame number to the nearest integer frame, avoiding fractional frame cooking. Note that when shifting by time, fractional frames are always allowed.
The time, in seconds, to cook the input on.
Optional clamping of the Frame/Time value to retrieve. The choices are: None, Clamp to First (uses only the Start value), Clamp to Last (uses only the End value), or Clamp to Both.
The frame/time values used to perform clamping.
This example demonstrates how to use the TimeShift SOP to achieve a slow-motion effect during a fracture simulation.
The following examples include this node.
This example demonstrates how different anchor positions can affect pin constraints.
This example shows how to gradually remove glue bonds from a constraint network and control the crumbling of a building.
This example demonstrates how to use pin constraints to create hinges between objects.
This example demonstrates using heightfields for terrain adaptation in the crowd solver, and for collisions against ragdolls in the Bullet solver.
This example shows how to extract part of a fluid simulation and use it to start up a new fluid simulation, possibly with different resolution, location, or size.
This example simulates grass being pushed down by an RBD object. Fur Objects are used to represent the blades of grass and Wire Objects are used to simulate the motion. When a single Fur Object is used to represent the grass, neighbouring blades of grass will have similar motion. Additional objects with different stiffness values can be used to make the motion less uniform. When "Complex Mode" is enabled, two objects are used to represent the grass. The stiffness of each set of curves can be controlled by adjusting the "Angular Spring Constant" and "Linear Spring Constant" parameters on the corresponding Wire Objects.
This example demonstrates how to use the POP Attract node with it’s type set to Point in order to control particle attraction on a per point basis.
This example shows how to create packed primitives with animated transforms from deforming geometry that represents rigid motion. The result is ideal for colliders in a rigid body simulation.
This example demonstrates how to simulate large-scale erosion efficiently by doing multiple passes of erosion at different resolutions.