hello,
i have a workstation:
12 cores xeon 3.07ghz (hyperthreading disbaled)
48 GB ram
GTX 580 3GB
When i cache a small animation(not dynamic) i did, even thu it isn't huge it doesn't play real time, kind of slower.There is barely 70,000 polygons to cache on 75 frames
Here is the file for you to test.
If you could post your result on how long it took to cache and if it plays real time after beeing cache would be nice.
With your machine specs
Thanks in advance
is my computer too slow? (test my file).
6747 15 3- sami.tawil
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Solitude, even in H12? Or was this pre-H12 days?
Jason Iversen, Technology Supervisor & FX Pipeline/R+D Lead @ Weta FX
also, http://www.odforce.net [www.odforce.net]
also, http://www.odforce.net [www.odforce.net]
- Solitude
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It was and early version of 12 because we hadn't recompiled a plugin that would do something similar yet. I remember it being the case of having to increase my search distance to some really high number to get all of my points captrued, which in turn created a lot of extra useless data that ideally I wouldn't have needed in the first place. I didn't check the file above, but I definetly had A LOT of attributes in there, and it was slow even after cached to disk. I ended up using it, but changed my method for subsequent shots.
Just now I'm testing it on a grid, i'm able to get it up to clothcapture pretty quickly by increasing the radius. It's an exaggerated case, but it was very slow for me in that file I was working with (production scene with higher res geometry). Normally I don't have much of an issue with attributes themselves slowing me down, it's usually point count or voxel count, so I can't say that's his issue, just that working with a lot of unecessary attrib data can cause a slow down.
Just now I'm testing it on a grid, i'm able to get it up to clothcapture pretty quickly by increasing the radius. It's an exaggerated case, but it was very slow for me in that file I was working with (production scene with higher res geometry). Normally I don't have much of an issue with attributes themselves slowing me down, it's usually point count or voxel count, so I can't say that's his issue, just that working with a lot of unecessary attrib data can cause a slow down.
Ian Farnsworth
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it's really just a matter of optimisation, your scene is really simple indeed
so after a few optimisations you can get better results
Caching 75 frames in ~1s
here is the optimised file
no Copy SOP, no stamping, no expressions
here is another example of similar setup (little simplified since there wasn't need for recomputing piece ids)
http://forums.odforce.net/index.php?/topic/16834-pops-glass-shatter-effect/page__st__12#entry102788 [forums.odforce.net]
so after a few optimisations you can get better results
Caching 75 frames in ~1s
here is the optimised file
no Copy SOP, no stamping, no expressions
here is another example of similar setup (little simplified since there wasn't need for recomputing piece ids)
http://forums.odforce.net/index.php?/topic/16834-pops-glass-shatter-effect/page__st__12#entry102788 [forums.odforce.net]
Tomas Slancik
FX Supervisor
Method Studios, NY
FX Supervisor
Method Studios, NY
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