hello everyone this is Alejandro I'm just going to go over four different
ways to cache out a water simulation for you guys so in order to do that we need
a water simulation I am just going to create something here that is really
simple particle fluids and I am just going to tell it to flip fluid from
object there we go and then I am going to create a ground
plane so when we look at it now it animates and it's working with physics
and everything and right now this is actually relatively fast although let's
trim the area down to 48 frames so that way we can kind of see so right now as
it plays let's go real time so a place are two seconds when it cached it was a
bit slower this is not such a big issue now because you can cache the whole thing
but if we were to go in and make the particle separation much smaller you'll
see that it takes quite a bit more time to cash it and depending on how much
memory you have you may or may not have the space for it in your memory to be
able to load it all the way through so that's why you might want to be able to
cache out a simulation so looking at this this looks really nice but it is
obviously taking quite a bit for you two seconds so the first place where we
would want to look at to cash out a simulation is here in the autoDOP
Network okay oops I paused it and there we go okay so if we looked at the output
node here we have a
in here to save to this so this is actually going to save the cache out into
a file it's going to be a dot sim file it's saving out $sf is with
simulated frame so we're saving in the hip program whatever I'm going to
actually change this to my desktop so that we can have is that they're really
quick except I'll just call this test okay I don't want that I want let me
copy the name here oh it actually did switch it let's make sure desktop Sims
and I'll paste that name there so that way it's easing the same naming
convention you can see it's the same thing okay so I'm going to pause the
video really quick and I'll save to disk cuz this might take a little bit
caching is done now and it took about 20 minutes for these two seconds and if we
go back and play we can see that even though we saved out the frames on it is
still going really slow and it's actually going to slow down it's not
really reading the files completely so like you will see that once the
interaction starts it's going to get really really slow here and the further
along it gets though slower so what we can do is create a file node in here and
we'll turn the visibility on that and we are going to go and to the sim folder
and I'm going to do as sequence select the sequence and click accept right now
it's set to no operation so we don't see anything what I want to do is read files
and this should be a little bit better because we're looking at the cached out
sequence rather than the actual simulation itself
we can see that it does still fill up my memory I have like 16 gigabytes on this
computer of memory so even with the cache doubt it slowed down because it's
a lot of particles in a lot of interaction but it's a lot better than
it was a moment ago and way better than it was initially for the playback speed
we could do flipbook and things like that so that we could see it real time
but at least this is more interactive we could actually scrub back and forth
where we wouldn't have been able to do that before so that's the first way - or
the first area where we might want to cash out animation or the simulation for
our water now we also have this sphere object fluid here and here we can see
that we have two cached areas here so this first one is going to cache and
preview the do the preview geometry so we can actually go in here and save so
if I and we can actually click here and kind of see what that geometry is and go
to the preview and see it's kind of combination of particles and that
preview geometry the boxes here so if we go back we can view that as well but so
and really if we go back to the auto dot
network right now it's reading that out so let's go here and this should kind of
be a little bit faster now in here I mean it's not going to be super fast but
it's better so basically we're using the cache
directly in the chain now so I mean it's not calculating any of this but right
here it's going to be reading the file and then sending that to the output so
looking at the spear object here so we can cache this out so the same kind of
thing where we want to make sure that we are saving this where we want it and I'm
just going to steal this and instead of hip name I'm just going to get it a name
preview sim accept and then we can save to disk and when we do that it should
bring up this window we can see it going through all the frames and calculating
out what the geometry is going to be looking like for this preview geometry
this is going to happen much faster because we have the simulation
calculated now it is just going through and figuring out how to export this
how to mesh it sorry so we can see that it's going much much quicker than 20
minutes like we had for the previous one or over 20 minutes this is going to be
about a minute give or take let me pause this I'll be right back okay I'm right
here at the end so as we got towards the end of the simulation it did start
slowing down so we can see that we're almost at three minutes now but the last
few frames I mean with the amount of interaction in the water spreading and
things like that ended up taking quite a bit longer so we can see again kind of
the benefit of using these types of cache because then we don't have to go
through this process every time we can just look at that particular instant so
we're at the last frame now and when that goes through we'll look at the
animation and how to use this cache file should be a few more seconds looks like
it's going to be pushing four minutes there you go
so if I were to take this still calculating something there you let's go
back to frame one so it's still trying to calculate
all this stuff again because we're not using the cache even though we saved it
out so it's going through and trying to cook it right now and create the mesh
and geometry so what we can do is here instead of having a file node in this
case we have the ability to tell it to load from disk and it is going to load
this simulation and it's taking it from that same place that we were looking at
it before so now we should see it play much smoother animation again because
we're meshing it rather than looking at the particles this is going to be a
little bit slower than the previous one where we only had the particles and
let's look at the next section so that was the third type I mean not that's
third but the second type of caching which is the cache for the preview
geometry we go over here we can see that it is going to try to mesh it all the
way down to create the smooth version of the water so this is the final version
that's actually rendered and if we play this it should be quite a bit slower go
here and play and we can see that even in the first few frames it is taking
quite a bit of time so and this one with the fluid simulation here that we're
going to create that we want to catch my cache
it's pretty much the same as with their previous geometry it's just with the
higher res information so I am going to copy this part of the name and saved it
in the wrong spot last time but I want to Hince him and this is going to be our
render geo and then like except so that saved out the location now I'm going to
tell it that save to disk and it will go through the process of caching out all
of the simulation or the meshing for the simulation of the water we can see that
here at the beginning the frames are going to go quite fast but as we get
towards the end it is going to start slowing down quite a bit I will pause
this and we'll take a look at it when the cache finishes ok
so the cash finished out for the surface cache and I can tell it to load from
disk now and if we play this you can see that it loads up the high poly geometry
it still runs a little slow but I mean it's a full geometry it's not just so
the particle data that we're playing through right now so if I stop that and
we can go back to the top import and that should play a little bit faster
because it's just particle information as we're going through I mean it's still
kind of slow too but you can see a good idea of the cache is that we are using
on this time the cache took about 30 minutes a little bit over 30 minutes to
do for is the high poly geometry with that we were working with but yeah
that's kind of the export time and that was the third type of caching the lesson
that I want to go where for this lesson is the ROP Alembic export and they have
FBX and other types of exports but I just want to look at the Alembic cache
basically we're going to export this and typically you'll use this type of export
if you we are trying to I
pour it into another software in Alembic file so I'll call this test sim and it
said ABC file and I can render to disk or I can just push this button as
they're basically turning on the ROP export and I we can do the range right
now it's doing and just going to use the default range that it's already set up
to resolution natural resolution that's fine quality that's fine I'm basically
going to leave everything at the defaults and I just click render and it
will go through and create the Alembic file for us and let's check to see if
that was safes I have a simple derp on my desktop but it's on another window
here and tests them here's the file that is
created and once that's finished caching out the cache file here you can use it in
whatever software you want like Maya or if you wanted to bring it into a game
engine like I'm unreal or anything like that that's how you would do it you
would want some sort of Olympic file or you could do the rap FBX or whatever you
just change the settings for each one of those or what you need to import it in
this case I chose an Alembic it's going to export the geometry and animation and
it'd be all good so I hope you found this helpful please like share and
subscribe if you did and we'll see you guys in the next lesson bye
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