Adjusting Time Scale on Vellum Solver also changes the sim?

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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?
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No, that's exactly what Time Scale does, it shortens the time step of each frame. Forces are meant to take into account the duration for which they are applied, so if this time is decreased, the total force applied will be too.
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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.
this really depends on whether the simulation has been able to converge before changing the timestep

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
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Framestore, NY
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