![]() The reason may be that either the files in the Resimulation's Input Path do not exist at all, or they do not have velocity exported when you have simulated them beforehand. "Cannot start the Re-Simulation! Please make sure the simulation was run with the 'Velocity' channel checked under the 'Output' rollout, and that the cache files in the Resimulation Input path exist." The following error message may appear when you start a re-simulation: Also, beware that if the Resimulation Output Path coincides with the Resimulation Input Path, Phoenix will not prevent you from overwriting your existing cache files - it's valid to do so if you need a more complicated setup. Otherwise, if you enter your paths manually, please make sure that the Resimulation Input resolves to an existing cache sequence with exported Velocity channel (you can check the channels present in a cache file form the Simulation rollout). When resimulation is enabled, the preview and rendering will read from the Resimulation Output Path instead of the render Input.īy default, Phoenix reads the files in the $(same_as_output) path, which are already simulated by the regular simulation process, and then saves new *.aur caches in the $(scene_path) path with " _resim" appended at the end of the file name. Resimulation takes as input a sequence of *.aur, *.f3d, or *.vdb cache files, and processes them in order to improve the grid detail, change the time-scale of the animation, or run a particle simulation again without changing the grid content.ĭuring resimulation, Phoenix reads cache files in the Resimulation Input path, performs some of the above operations, and then saves a new cache sequence in the Resimulation Output path. Here is the basic flow:Ĭhanging the Default Phoenix Paths for Resimulation You may also manually change the render input path to a series of cache files that you have stored somewhere else previously, or to the cache files of a different simulator in the same scene, or even to a series of *.f3d or *.vdb files exported from other simulation software. So even if you change the output manually, the render will keep reading from the new location. By default, Phoenix looks for render/preview input files in the $(same_as_output) path, which is the path in the Output Rollout. The default paths and file names above are generated using the $(scene_path) macro as an output path, and there are other macros you can use as well, or just manually enter the path you need.Īfter Phoenix has created the *.aur frame cache files, you can preview them in the viewport and render them using V-Ray or the Scanline renderer of 3ds max. You can manually change the output path from the Output rollout. For example, a simulator named "PhoenixFD001" outputs these cache files: Inside the cache folder, the default names use the simulator's name. By default, the cache files are put in a folder next to the *.max scene with the same name as the scene and with "_Phoenix FD_frames" appended: Phoenix saves each simulated frame in a cache file with an *.aur extension, numbered using the frame index. ![]() This page provides tips on a variety of topics to help you get the most out of Phoenix. package you posted.This page provides information on how to get the most out of Chaos Phoenix for 3ds Max. The problem does not seem to be inherent to the mesh itself but rather with how it was handled when it was imported into the. package, this garment-dependence displayed by the arm did not occur: However, when I made a new clone using Studio and imported the mesh into that instead of the original. ![]() package and exported/imported the mesh using Studio although none of that garment-dependence caused the arm to shift the wrong way (in the picture above, the arm is moved a bit further away from the body than is usual). This was also true if I just used the same. package you posted, I noticed that the arm placement is very garment-dependent. For example, the original garment wouldn't work with the heart underwear, but the fixed one does (original on the left, after import/export with Studio on the right):Īlso, with the original. I just exported and reimported the mesh using Sims 4 Studio (which automatically corrects many slot ray issues), and the item works fine with all the garments I tried. I agree that this looks like the slot rays aren't being calculated correctly.
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