FXDude wrote: 20 Aug 2024, 01:26
... the following has 263 million particles !
Sorry that was 25 million and not 250 million,
I miscounted the number of digits in the commaless "number of points" scene stat lol.
But in the "infinite ocean" setup, I went up to 93 million unique points (without miscouting digits

),
with an average of about a million particles at any given frame in each "patch".
And with that many points, orbiting was about a second per frame, but was still navigatable, and that's using the much faster particle OGL shader,
And by curiosity, just recently did I try using instancing,
and instances of pointClouds in Sycles are really practically weightless!
So I tried "pushing the limits" to see how many instances could be handled,
and went ahead making an array of 120 x 120, totalling 14,000 instances.
14,400 instances
x 1 million particles
= 14.4 billion particles !
You can forget about displaying this many particles in the viewport, all instances were displayed as bounding boxes.
I then went ahead duplicating that array 4 times
making a total of ~56,000 instances and ~56 billion particles !
But then the bottleneck became viewport interaction speed with 56,000 instances in the scene,
as tens of thousands of even nulls will considerably slow down interaction, but was still workable at 2 frames per second navigating.
For the sake of it, I then tried duplicating the 56,000 instances array, and XSI crashed lol
So ya! ... 56 Billion particles without breaking a sweat !
(17 second region render, which is only slightly more than rendering a single patch ! )
while consuming less than 9 gigs of ram!
But you don't need TENS of billions of particles to cover a quite large surface area,
the following is a more easily manageable 2,000 instances (~2 Billion particles )
with randomization in the tiling to break-up the repeating tiling pattern, especially when looking-off towards the horizon.
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Otherwise, correct me if I'm wrong, but rendering that many points in either Maya or Houdini seems to involve HUGE amounts of RAM.
In Houdini
How to render over 1 billion particles
WhimmY wrote:
I have a flip simulation cached out as points only, and there are round 13 million particles per frame, i want to bump up the particle count at render time with point replicate procedural, say about 100 times more. So the total particles to be rendered will exceed 1 billion.
Unfortunately, mantra can't handle such amount of particles, and houdini crashes. By the way, i have 64g ram. So is it possible to render such massive particles under 64g of ram?
What is the maximum particle count mantra can handle giving that 64g of ram.
mandrake0 wrote:
it should be possible to render huge amount of particles but i think you will struggle with your ram.
have you seen this video?
https://vimeo.com/142517418
with 64gm ram i don't know how many particles you can render with it…. can't help there sorry….
WhimmY wrote:
Yes, i saw it. But it says 4 machine with 200GB memory each, so each will take one quarter, that is 250 million particles. Is it?
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In Maya, there aren't many attempts or examples of higher particle counts (for either simulation or rendering),
a while ago I've seen a video with 50-60 million particles using the first Bifrost (Naiad in Maya), which also involved 128 gigs + of ram
But basically no references of using the new Bifrost graph for large scale sims, maybe also because MPM is known to be rather slow?
Question about Maya simulation engines
https://old.reddit.com/r/Maya/comments/qqm7g9/question_about_maya_simulation_engines
SheerFe4r wrote: Personally Autodesk as a whole doesn't make the simulation 'engines' that appeal to me. Bifrost is their newest craze and it's only geared toward high end production. You can't get quick, dirty results from it, either perfection or nothing. So it's slow, and my 8c/16t 32gb of RAM just chugs on even a basic sim.
_______
why Bifrost doesn’t use the GPU
https://www.reddit.com/r/Maya/comments/ns034x/one_of_the_big_mysteries_of_life_is_why_bifrost/
Bifrost is meant to be able to achieve high quality large scale simulations. The downside is that it uses A LOT of memory. It easily uses up 64 GB of memory and more when dealing with somewhat large simulations. Even smaller simulations take up over 10 GB of memory. You simply cannot fit this on most GPUs, unless you are willing to spend a fortune on one.
Nevertheless, in this case, it really seems like "radio killed the video star",
or that VHS overtook ... not just Beta or BetaMax, but Digital Betacam lol
.