From reading posts on how to get some very slow-mo effects, the 2 big answers were to slow the Time Scale of the solver or increase FPS.
However, when I minimized the Time Scale it appears to have minimized the forces inside as well - completely changing the sim.
For example: In the original sim theres a variable called "stress" that repeatedly reached its upper limits and changed vellum colors. However when the time scale is lowered, those stress limits were never reached anymore, and the vellum color never changed.
For what its worth, changing the FPS was a viable solution and worked perfect.
I'm still a learner and genuinely curious, Did I do something wrong regarding Time Scale?
Adjusting Time Scale on Vellum Solver also changes the sim?
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- bluewhale
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- Tanto
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- tamte
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bluewhalethis really depends on whether the simulation has been able to converge before changing the timestep
For example: In the original sim theres a variable called "stress" that repeatedly reached its upper limits and changed vellum colors. However when the time scale is lowered, those stress limits were never reached anymore, and the vellum color never changed.
if you don't have enough substeps/constraint iterations, the sim can easily over-stretch/bend creating much more stress than fully converged one
lowering TimeScale, is effectively simming smaller substeps so you are more likely to get more converged sim and therefore less stress overall
however if you compare sims with equal amount of steps they should have very similar stresses
like 5 substeps at 1 timescale at frame 10 with 1 substep at 0.2 timescale at frame 50
or also sims with already enough steps/constraint iterations
Tomas Slancik
CG Supervisor
Framestore, NY
CG Supervisor
Framestore, NY
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