sorecords / true_time_remapping

True Time Remapping add-on for Blender 2.8+
GNU General Public License v3.0
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Particle emitters don't work/won't show up in renders unless set to start emitting at frame 0 #4

Open GGorchitsa opened 1 year ago

GGorchitsa commented 1 year ago

I have a scene consisting of 775 frames with a particle emitter doing its stuff at around frame 300. If i just render the full scene out normally, through Blender, the particles are all there. If i render it out via the addon, both the viewport and full render, they aren't showing. If i just play the time remapped animation, the particles don't show up either. However, if i set the render region to be specifically around the point at which the emitter starts working, the particles show up in the render. I have traced the issue down (i think...) to the frame at which the emission starts. I had it set to start emitting at frame 280, after the remapped region of my animation. The physics were all baked. When i set the emission start frame at 0 and bake it down, it shows up in both the time remapped render and in the viewport. If this isn't possible to fix, then a warning of some kind would be great.

Thank you.

P.S. A button to stop the render would be great as well, if possible. P.P.S. Is it possible to somehow bakedown the time remapped animation of an object? For example, a camera? I wanted to export the render and the scene out to AE for further compositing, but of course i can't do that because the camera animaton remains unaltered when exported.

GGorchitsa commented 1 year ago

UPD: Found out that if the physics are not baked down, then the particles show up all fine even if the emission frame is not set at 0. However without baking down the rigid bodies simulation doesn't work.

GGorchitsa commented 1 year ago

UPD 2: If the emission cache is set to be written to disk and then baked down, it seemingly fixes the issue entirely. Screenshot 2022-11-12 221908