Particle Cooking

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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!
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Actually, we do have distribution of sims…
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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]
WEB
http://www.igorfx.com/ [igorfx.com]

Vimeo
https://vimeo.com/igorzanic [vimeo.com]
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silvina
Actually, we do have distribution of sims…

Silvina,

How is this being accomplished? This is not something built in is it? I am assuming that we have to do like the other poster said, and incorporate the randomness into the workflow and use it to our advantage.
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