05-20-2014, 11:30 AM
Hi there,
While doing our latest job at ingreme - https://www.facebook.com/photo.php?v=32 ... =2&theater - we used a pipeline based on real flow (low res sim), then krakatoa and stoke to make it high res and then fume fx to simulate "sand dust".
Since it was made on a run, I ran in some ram issues that maybe you can help me understand better, now that the job is delivered.
1 - Is there a way to understand how much a geometry (used in fume to collide) will take in terms of ram usage? I was thinking on number of faces or even scale of the objects?
2 - Is there a way to understand how much a single particle (particle source) will take in terms of ram usage? I had around 20.000.000 particles and sometimes i had to use 10% of it to avoid ram problems. Sometimes I used also particle culling but it would be great to know this values (if possible).
3 - While making multiple grids I found a strange issue. I've copyed the grid to the side and changed the path and the size of it (smaller!). It should take less memory, but it happened the opposite. A sim that would take 24gb ram, crashed the machine while preparing first frame (more than 32gb). The number of particles were about the same and the colliding objects were the exact same. Is this a bug? Like, i can't copy grids and change it's size, or someone ran with this kind of issue?
4 - While computing wavelet, I ran again with memory issues. I thought that if I turned off object colisions and particle source, It would compute wavelet correctly, since the default sim was already done. I thought this was kind of a post effect above the original sim. But then I found that I could not turn off particle source. Is this correct? If so, can i turn off collision objects and simulation will not be affected? In my case I had to turn off while wavelet sim and "pray" that it would not change anything, since it would not compute with enough detail if I used the city we've modelled. I didn't have the time to test it, so that's why i'm asking here.
Thanks in advance,
Rui Romano
http://www.ingreme.com
While doing our latest job at ingreme - https://www.facebook.com/photo.php?v=32 ... =2&theater - we used a pipeline based on real flow (low res sim), then krakatoa and stoke to make it high res and then fume fx to simulate "sand dust".
Since it was made on a run, I ran in some ram issues that maybe you can help me understand better, now that the job is delivered.
1 - Is there a way to understand how much a geometry (used in fume to collide) will take in terms of ram usage? I was thinking on number of faces or even scale of the objects?
2 - Is there a way to understand how much a single particle (particle source) will take in terms of ram usage? I had around 20.000.000 particles and sometimes i had to use 10% of it to avoid ram problems. Sometimes I used also particle culling but it would be great to know this values (if possible).
3 - While making multiple grids I found a strange issue. I've copyed the grid to the side and changed the path and the size of it (smaller!). It should take less memory, but it happened the opposite. A sim that would take 24gb ram, crashed the machine while preparing first frame (more than 32gb). The number of particles were about the same and the colliding objects were the exact same. Is this a bug? Like, i can't copy grids and change it's size, or someone ran with this kind of issue?
4 - While computing wavelet, I ran again with memory issues. I thought that if I turned off object colisions and particle source, It would compute wavelet correctly, since the default sim was already done. I thought this was kind of a post effect above the original sim. But then I found that I could not turn off particle source. Is this correct? If so, can i turn off collision objects and simulation will not be affected? In my case I had to turn off while wavelet sim and "pray" that it would not change anything, since it would not compute with enough detail if I used the city we've modelled. I didn't have the time to test it, so that's why i'm asking here.
Thanks in advance,
Rui Romano
http://www.ingreme.com
Rui Romano
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