07-16-2008, 10:44 PM
Thats really awesome! By the way, I had this thought come to me yesterday, but perhaps it is really just playing catch-up with what you coding experts already understand. Since ffx is really just values propagating thru a locked grid, it seems that to slow down a sim, it would be just like doing interpolative math on the values, though if the speed was too fast, unless arc'ing of values was calculated, you'd get linear segmented interpolation (which even that would be fine in my own cases). Here's an example of what I think I'm trying to describe:
Original sim
--on frame 1:
----voxel A, density = 1
----voxel B, (right above voxel A), density = 0
--on frame 2
----voxel B, density = 1
----(density from voxel A moved to voxel B)
Now I want to slow it down 4x:
--on frame 1 (same as before):
----voxel A, density = 1
----voxel B, density = 0
--on frame 2
----voxel B, density = what used to be on frame 2 of cache divided by 4 = .25 (instead of 1)
and so on, etc.
Actually I'm sure there's more to it than this simple example. Such as that velocity also has to be taken into account since voxels at 1x that are literally skipped over and remain 0 density must be filled with a percentage of density passing thru them when the sim is being slowed down.
In any case, thanks again - the more we use ffx in our projects, the more effects I'm discovering are obtainable with it.
Original sim
--on frame 1:
----voxel A, density = 1
----voxel B, (right above voxel A), density = 0
--on frame 2
----voxel B, density = 1
----(density from voxel A moved to voxel B)
Now I want to slow it down 4x:
--on frame 1 (same as before):
----voxel A, density = 1
----voxel B, density = 0
--on frame 2
----voxel B, density = what used to be on frame 2 of cache divided by 4 = .25 (instead of 1)
and so on, etc.
Actually I'm sure there's more to it than this simple example. Such as that velocity also has to be taken into account since voxels at 1x that are literally skipped over and remain 0 density must be filled with a percentage of density passing thru them when the sim is being slowed down.
In any case, thanks again - the more we use ffx in our projects, the more effects I'm discovering are obtainable with it.
BRIAN DEMETZ
Senior Technical Director
Final Light VFX
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Senior Technical Director
Final Light VFX
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