Why is generating poitns single threaded ?
Just would like to know ??
Why is generating poitns single threaded ?
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Helli
- Posts: 211
- Joined: 04 Jun 2009, 09:21
Re: Why is generating poitns single threaded ?
I'm asking cause I had this situation quite some times allready:
I had to emit several million particles on the first frame, which for 1 project took over an hour, so I could then simulate them (a blast or whatever).
Simulating the following frames then took only like a minute or 30 sec. So thats quite depressing actually.
So if there are some options to optimzie this process which I don't know yet would be nice to know.
Right now I am using a generate sample set node to create points in a mesh volume, That shouldnt take long actually.
What takes long is generating trails, which I understand somwhow cause the emitter changes over time which leads to a lot of calculating and I figured out cashing the emitter particles before using them for trail emitting safes time. But for my first problem I am rly a bit clueless.
I had to emit several million particles on the first frame, which for 1 project took over an hour, so I could then simulate them (a blast or whatever).
Simulating the following frames then took only like a minute or 30 sec. So thats quite depressing actually.
So if there are some options to optimzie this process which I don't know yet would be nice to know.
Right now I am using a generate sample set node to create points in a mesh volume, That shouldnt take long actually.
What takes long is generating trails, which I understand somwhow cause the emitter changes over time which leads to a lot of calculating and I figured out cashing the emitter particles before using them for trail emitting safes time. But for my first problem I am rly a bit clueless.
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ace63
- Posts: 176
- Joined: 07 Jun 2009, 10:30
Re: Why is generating poitns single threaded ?
Actually on big meshes volume emission is a time killer. I had to scale down a scene to 100th of the original size recently to be able to work with volume emission at all.
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Helli
- Posts: 211
- Joined: 04 Jun 2009, 09:21
Re: Why is generating poitns single threaded ?
Thats a good tip allready, thanks.
But in my case I allways try to stay in real world scale. So in my actual case I emit from a basic character which is ~2m in scale.
I will try that anyways, just scaling down the emitter and then scaling up the point positions again in the ice tree after emission.
But in my case I allways try to stay in real world scale. So in my actual case I emit from a basic character which is ~2m in scale.
I will try that anyways, just scaling down the emitter and then scaling up the point positions again in the ice tree after emission.
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Helli
- Posts: 211
- Joined: 04 Jun 2009, 09:21
Re: Why is generating poitns single threaded ?
Any other answers ?
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gustavoeb
- Moderator
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- Joined: 20 Jul 2010, 22:33
- Skype: gustavoboehs
Re: Why is generating poitns single threaded ?
the default point emitting compounds suck, imho. I tend to slap something together with "generate sample set" and "add point" nodes, as soon as things start to get slow.
edit: they dont suck, they just tend to do a lot more then you might need, and that may be expensive
edit: they dont suck, they just tend to do a lot more then you might need, and that may be expensive
Gustavo Eggert Boehs
Blog: http://www.gustavoeb.com.br/
Blog: http://www.gustavoeb.com.br/
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Helli
- Posts: 211
- Joined: 04 Jun 2009, 09:21
Re: Why is generating poitns single threaded ?
I never use the normal emit compounds for heavy simulations, just cause like you said, because of the overhead in the compounds.