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
16927 10 5- MagnusL3D
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- old_school
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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
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- sanostol
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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
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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
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