Hello,
If I make a fluid container how many particles can be simulated with 48 GB RAM without crashing the Houdini?
48GB RAM for how many particles?
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- egygabor
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- Enivob
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That all depends upon how many particles you continually pump into the scene. New users will often just leave the faucet turned on and then any program will eventually run out of memory.
Your question is directly linked to the size of the fluid container.
Another way to think about FLIP fluid is to start thinking in voxels, not particles. Particles hang out inside voxels and reseeding keeps voxels populated with particles.
What I have been doing is to use an expression on the FLIPObject which calculates a voxel estimate for the given particle separation and the container size.
Create a new float parameter on the flip object and paste the expression inside. Then click on the label to reveal the scientific notation amount of voxels currently in your scene.
Most computers should be able to display 1 million in the viewport no problem. That value will appear with a +6 at the end of the scientific notation. +7 is 10 million +8 is 1oo million and beyond that you are using too many voxels.
Consider the ILM voxel count for the Transformers movie. They use 65 million for preview and 185 million for final render. Keep your numbers in that ball park and you should be ok on a 48GB machine.
Your question is directly linked to the size of the fluid container.
Another way to think about FLIP fluid is to start thinking in voxels, not particles. Particles hang out inside voxels and reseeding keeps voxels populated with particles.
What I have been doing is to use an expression on the FLIPObject which calculates a voxel estimate for the given particle separation and the container size.
ch("../flipsolver1/limit_sizex")/ch("particlesep")*ch("../flipsolver1/limit_sizey")/ch("particlesep")*ch("../flipsolver1/limit_sizez")/ch("particlesep")
Create a new float parameter on the flip object and paste the expression inside. Then click on the label to reveal the scientific notation amount of voxels currently in your scene.
Most computers should be able to display 1 million in the viewport no problem. That value will appear with a +6 at the end of the scientific notation. +7 is 10 million +8 is 1oo million and beyond that you are using too many voxels.
Consider the ILM voxel count for the Transformers movie. They use 65 million for preview and 185 million for final render. Keep your numbers in that ball park and you should be ok on a 48GB machine.
Using Houdini Indie 20.5
Windows 11 64GB Ryzen 16 core.
nVidia 3060RTX 12BG RAM.
Windows 11 64GB Ryzen 16 core.
nVidia 3060RTX 12BG RAM.
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- egygabor
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- 23 posts
- Joined: March 2017
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