Hi, :wink:
I'm testing the new amazing flip solver and this is my first try:
Simmed Particles: about 18.000.000
Sim Time: 10 hours
on
Mac Pro(2008)
Ram: 24 GB
Hope you enjoy,
Bye
http://www.vimeo.com/17133110 [vimeo.com]
18 Mil Particles Flip Solver test
15697 12 4- Mirco_Paolini_VFX
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- old_school
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Btw looks great!
One thing I would add is some curl noise to the initial particle emission. I find that adding animated curl noise on top of the initial velocity already adds a lot of nice fluid like motion right from the start. Put it right on the emitter geometry and in the Particle Fluid Emitter DOP change the Initial Velocity to Add to inherited velocity then scale/modify to see fit.
I use curl noise because it is divergent free and will play nice with the gas micro solvers that are used to simulate the vel vector fields fetched from the particles v velocity attributes. If you use a raw Perlin noise for example, most of the noise will be “smoothed” out by the Gas Project Non-Divergent micro-solver used to process the vel vector fields. There is a method around this and Jeff L. covers this in his recent masterclass on FLIP fluids.
One thing I would add is some curl noise to the initial particle emission. I find that adding animated curl noise on top of the initial velocity already adds a lot of nice fluid like motion right from the start. Put it right on the emitter geometry and in the Particle Fluid Emitter DOP change the Initial Velocity to Add to inherited velocity then scale/modify to see fit.
I use curl noise because it is divergent free and will play nice with the gas micro solvers that are used to simulate the vel vector fields fetched from the particles v velocity attributes. If you use a raw Perlin noise for example, most of the noise will be “smoothed” out by the Gas Project Non-Divergent micro-solver used to process the vel vector fields. There is a method around this and Jeff L. covers this in his recent masterclass on FLIP fluids.
There's at least one school like the old school!
- old_school
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mzigaib
Would be possible to make a sim like this in a farm?
Yes. FLIP supports Slicing and those slices can be distributed to machines on the farm. This will require Batch licenses on the farm machines. I don't know if this is possible with Apprentice or Apprentice HD… May have to install Apprentice on all the farm machines as well and set up HBatch. Dunno…
There's at least one school like the old school!
- Mirco_Paolini_VFX
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- claudio_101
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Hey guy's, nice sim.
I also played with the new FLIP fluids and I have some questions.
http://vimeo.com/17209745 [vimeo.com]
- Are you using the apprentice or master version?
- How did you output the sim files? By using a file node in your dop network or the ROP output driver?
- I use a seperation of 0.01 and only have 1.7M particles and at the end my sim took like 3.5h/frame. Yours was done in 10h???
Writing the sim files with the file node in the DOP network didn't work for me because it only outputted the 20 first sim files. Then I tryed the ROP in the dop network and that one wasn't supported with the apprentice license. So I outputted the geometry in sop level with a ROP to geometry after the DOP import.
Is this the way to go guy's?
Because like I already said the end frames of the simulations took like 3.5h/frame.
Cheers
—————–
using:
Mac Pro(2008)
Ram: 10 GB
I also played with the new FLIP fluids and I have some questions.
http://vimeo.com/17209745 [vimeo.com]
- Are you using the apprentice or master version?
- How did you output the sim files? By using a file node in your dop network or the ROP output driver?
- I use a seperation of 0.01 and only have 1.7M particles and at the end my sim took like 3.5h/frame. Yours was done in 10h???
Writing the sim files with the file node in the DOP network didn't work for me because it only outputted the 20 first sim files. Then I tryed the ROP in the dop network and that one wasn't supported with the apprentice license. So I outputted the geometry in sop level with a ROP to geometry after the DOP import.
Is this the way to go guy's?
Because like I already said the end frames of the simulations took like 3.5h/frame.
Cheers
—————–
using:
Mac Pro(2008)
Ram: 10 GB
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- Mirco_Paolini_VFX
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Hi Claudio, I see that you have and Italian name,I'm Italian too! :-)
I use apprentice version and I didn't output any .sim files cause my disk space is limited at this time so I can't tell you if I can simulate it writing out .sim… sorry.
And I've done my meshing test at simulation time but I've been only capable to mesh only about 100 frames.
The total particles number (18 Mil) are only around the frame number 88,not from the start! By the way I use stream emission 0.02 and a very large emitter(about 15 * 8 ).
I see that you have 10 GB RAM, try to increase it,I've 24, you'll see the difference!
I use apprentice version and I didn't output any .sim files cause my disk space is limited at this time so I can't tell you if I can simulate it writing out .sim… sorry.
And I've done my meshing test at simulation time but I've been only capable to mesh only about 100 frames.
The total particles number (18 Mil) are only around the frame number 88,not from the start! By the way I use stream emission 0.02 and a very large emitter(about 15 * 8 ).
I see that you have 10 GB RAM, try to increase it,I've 24, you'll see the difference!
- tricecold
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jeffmzigaib
Would be possible to make a sim like this in a farm?
Yes. FLIP supports Slicing and those slices can be distributed to machines on the farm. This will require Batch licenses on the farm machines. I don't know if this is possible with Apprentice or Apprentice HD… May have to install Apprentice on all the farm machines as well and set up HBatch. Dunno…
Hi, our studio bought 10 batch licenses, but when i slice a flip sim in two slices slice 0 seems to work fine but slice 1 comes empty, particles from slice 0 dont pass to slice 1, with the default shelf tools, any ideas ?
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