I just had to test out that advection thing with tons of particles, and here is what I got so far.
http://vimeo.com/17095369 [vimeo.com]
Big thanks to Peter Quint and his tutorials on Vimeo !
/M
Advecting 10.000.000 particles
16963 10 5- MagnusL3D
- Member
- 1110 posts
- Joined: 8月 2008
- Offline
- live_fx
- Member
- 160 posts
- Joined: 1月 2006
- Offline
- indrikov
- Member
- 2 posts
- Joined: 4月 2011
- Offline
- old_school
- スタッフ
- 2540 posts
- Joined: 7月 2005
- Offline
I saw your comment in the vimeo list about accurate births being the longest compute component in your particle simulation.
Have you tried the now-common technique of taking your input geometry and using the Time Shift SOP in combination with a For Loop SOP to create multiple copies of the geometry in-between frames and birth from that?
I have my own asset that I use all the time now. Dead simple. The Time Shift SOP even supports re-timing of volume primitives, so anything input goes.
See the attached example file to pick up the asset. I rarely use accurate births any more.
10M particles? I did a quick 10 wedge pass at 3M advected particles per pass across 240 frames (30M particles) in 2 hours then rendered with each pass as a geometry delay load procedural in Mantra render as points in another 3 hours and with 12Gb of memory. Left a LOT on the table to go much higher.
I'll be showing this workflow setup from scratch (of course) along with a few others at the FMX masterclass on simulations this week. I try not to pluck through pre-built scene files when it's just as fast to construct the network and show the steps.
Have you tried the now-common technique of taking your input geometry and using the Time Shift SOP in combination with a For Loop SOP to create multiple copies of the geometry in-between frames and birth from that?
I have my own asset that I use all the time now. Dead simple. The Time Shift SOP even supports re-timing of volume primitives, so anything input goes.
See the attached example file to pick up the asset. I rarely use accurate births any more.
10M particles? I did a quick 10 wedge pass at 3M advected particles per pass across 240 frames (30M particles) in 2 hours then rendered with each pass as a geometry delay load procedural in Mantra render as points in another 3 hours and with 12Gb of memory. Left a LOT on the table to go much higher.
I'll be showing this workflow setup from scratch (of course) along with a few others at the FMX masterclass on simulations this week. I try not to pluck through pre-built scene files when it's just as fast to construct the network and show the steps.
There's at least one school like the old school!
- circusmonkey
- Member
- 2624 posts
- Joined: 8月 2006
- Offline
- sanostol
- Member
- 577 posts
- Joined: 11月 2005
- Offline
another way, to avoid accurate births, would be that one, first and second post
http://forums.odforce.net/index.php?/topic/12751-martins-sketchbook/ [forums.odforce.net]
http://forums.odforce.net/index.php?/topic/12751-martins-sketchbook/ [forums.odforce.net]
- MagnusL3D
- Member
- 1110 posts
- Joined: 8月 2008
- Offline
Cool ! defently something I will be using instead of accurate birth.
BTW this is a 5 old month post, since then I did a 25mil test aswell here:
http://vimeo.com/17234865 [vimeo.com]
BTW this is a 5 old month post, since then I did a 25mil test aswell here:
http://vimeo.com/17234865 [vimeo.com]
- MagnusL3D
- Member
- 1110 posts
- Joined: 8月 2008
- Offline
- tamte
- Member
- 8833 posts
- Joined: 7月 2007
- Offline
- MagnusL3D
- Member
- 1110 posts
- Joined: 8月 2008
- Offline
- claudio_101
- Member
- 121 posts
- Joined: 7月 2008
- Offline
-
- Quick Links