This is more of a general question.
Since the cooking operation or writing a chache to disk is a single threaded operation. How are the bigger studios cooking these monster sims in any reasonable time?
This process cannot be broken up across machines and is single threaded, I am just wondering how one would pull off a monster sim like that. Say a GI Joe acid thing or the nano swarm in the day the earth stood still, or even a huge DOPs sim.
I am just trying to speed up me personal workflow and wondering how everyone else is doing it.
Thanks!
Particle Cooking
10806 3 0- jball
- Member
- 16 posts
- Joined: Aug. 2009
- Offline
- silvina
- Staff
- 181 posts
- Joined: July 2005
- Offline
- CeeGee
- Member
- 215 posts
- Joined: July 2007
- Offline
One idea is to use for one sim with random seed with small number of particles
and the to split on few workstation…
Ther is a thred on OdForce, i post some example on diffrent setup for simulating and rendering big number of particles
There is a scene and videos
Maybe some setup help you
http://forums.odforce.net/index.php?/topic/10065-krakatoa-shader/ [forums.odforce.net]
and the to split on few workstation…
Ther is a thred on OdForce, i post some example on diffrent setup for simulating and rendering big number of particles
There is a scene and videos
Maybe some setup help you
http://forums.odforce.net/index.php?/topic/10065-krakatoa-shader/ [forums.odforce.net]
- jball
- Member
- 16 posts
- Joined: Aug. 2009
- Offline
-
- Quick Links