Cebas presents thinkingParticles 6, Subscription Drop 3: Caching

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Welcome to the very first video for thinkingParticles 6.3 , the New Caching System explained here by Edwin Braun, our Co-founder and CEO.
Speedier caching has always been a request from our many users for update and now it's done.

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MAKING THE DYNAMIC SET
- Here you see a sample explosion of smoke, fluid, and dust particles.
- The setup is shown.
- 3 levels of DynamicSets: base level starts with the smoke simulation.
- The smoke group in the smoke sim : smoke boundary & the smoke solver.

- Above that - the Shape set
- above shape - Reborn dynamic set

- 1st base level : fluid effects and after the fluids cool down, we use simple threshold on temperature
to create Shapes.

- what we do : data channel temp : do threshold...and move particles into the Shape group.
- when the particles cool down, spheres are created.
- U see the spheres are created as the particles reach the set cool temperature.

- The level of dust particle created from the Shape: at the highest level, link at the particleAge effect. Enters Shape grp, create the spray/dust effect.

_ Hierarchy has set up.

- CACHE
Lowest level of cache: Cache record dialog: notice TPC which are files framed for every shot
and not like TPS which is one humongous file. TPC writes out each frame as an individual file.
- here we sample the cache for the lowest level and as you can see, the sim is still working splendid.

- Now we get all the fluid sim particles from the Cache file so no more sim needed - works perfectly.
- Let'g go one up level for the Shapes: See the new feature CACHE WRITE CHANNELS.
- With TPC file caches, you decide what you want to write out.
- And this will save tremendous space on your Hard Drive.

- Here we only sample TPC the 'position' to write out Shape, we will need to activate the Shape channel,
- And as it is also a fluid sim, we need to ensure the Temperature does not get lost!
- So, we will need to write out the DataChannel.

- DATA CHANNEL: and Shape write out as a TPC file: caching works: 100s of TPC file and inclusive of lower level hierarchy as well.
- Now, Shape has its own cache file written.

- Check the sim - everything is still working awesome.
- You see the dust particles in the sim is created right out of the prev cache files.

- So far we have two Cache files now: Smoke / Fluid Sim & the Spheres/Shape particles.


HIGHEST LEVEL
- Following up to the highest hierarchy level, here we want to write out Everything! including the dust particles.
- Again, use DataChannel: we want to have our Shapes, and that's all we need.
- We record the highest level cache as well. Every frame will be saved as an individual cache file that makes it super efficient.

TEN TIMES FASTER & GREATER CONTROL OVER CACHE FILES
- Yes, great news is that the Cache is now ten times faster.
- For greater control of your Hierarchy caches, Cebas has implemented the 'tP Hierarchy Record' Tool :
- shows your Hierarchy in clear text and you can get info on each hierarchy;
- You can choose to render any/ each hierarchy Active or Invalid, Select-Deselect.

- Let's say if you forgot something, you can just re-do things from here!
- Let's say if u forgot about the dependencies to work on... the system will
automatically knows that all the hierarchy needs updating with your adjustments.
- By pressing the Invalid button, you see everything will be automated for you: you
can walk away as you like... have a cuppa coffee - tP will work in the background and
update all the particles that are dependent for you - it will refresh every single Cache and
it knows which ones to do so. Truly amazing!

- You can then go and play back and carry on working on your scene file.

Memory efficient and you're in control.

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Tags:
thinkingParticles
tp6
3ds max
autodesk
simulation
fire
effects
caching