HI.
I'm new here so I apologize for questions that might appear amateurish.
I've been working on a sim which is essentially a fireball that travels through the mine corridor and hits the camera. (see the attached photos)
The problem is resolution - when it's close to the camera, flames are splotchy and blurry - so obviously a resim is needed.
I'm on i9-10940X 14 core, 128 GB RAM, but at 1 billion voxels things got a bit slow , and the deadline, is tight, as it usually does.
I would be super greatful for any tips on streamlining the process or optimizing the time of the upresing. I've read through the docs, but reality is harder to grasp :/
The shot is roughly 50-60 frames total.
Here's my amateurish take on the problem and the route I'm considering:
1) Pass one - 120 000 000 sim (I'm using 2 SPF, 3 hrs)
2) Resim with wavelet export gives me 1 billion voxels approx. (about 8hrs) - hit render.
3) Further resim the previous resim, but only 10 last frames or so, where flames hit the camera and render that separately.
Further considerations and questions regarding my approach.
- is it gonna work? ) Is that approach something that has been tried before?
- Is it possible at point 2 or 3 of resim to reduce SPF to 1 to cut the resim time in half?
- Since the resim times are big, can I stop the resim and restore normally like I would with the standard sim? (it's hard to sacrifice hours of resim just to test that...)
- is there a way to add detail to flames close to the camera in any other way? Like modulating with a grid channel etc?
- is 128 GB ram gonna be enough to pull this off? At one billion I'm closing to 110 GB used...
and the last question - kind of off topic - Is it possible to add drag particles to an existing sim later on when I'm happy with the look? (without having simmed the particles in the first place)?
Much obliged for any help on the matters above!
Btw - love the software, my hardware just doesn't keep up :>
Best regards
Paul
I'm new here so I apologize for questions that might appear amateurish.
I've been working on a sim which is essentially a fireball that travels through the mine corridor and hits the camera. (see the attached photos)
The problem is resolution - when it's close to the camera, flames are splotchy and blurry - so obviously a resim is needed.
I'm on i9-10940X 14 core, 128 GB RAM, but at 1 billion voxels things got a bit slow , and the deadline, is tight, as it usually does.
I would be super greatful for any tips on streamlining the process or optimizing the time of the upresing. I've read through the docs, but reality is harder to grasp :/
The shot is roughly 50-60 frames total.
Here's my amateurish take on the problem and the route I'm considering:
1) Pass one - 120 000 000 sim (I'm using 2 SPF, 3 hrs)
2) Resim with wavelet export gives me 1 billion voxels approx. (about 8hrs) - hit render.
3) Further resim the previous resim, but only 10 last frames or so, where flames hit the camera and render that separately.
Further considerations and questions regarding my approach.
- is it gonna work? ) Is that approach something that has been tried before?
- Is it possible at point 2 or 3 of resim to reduce SPF to 1 to cut the resim time in half?
- Since the resim times are big, can I stop the resim and restore normally like I would with the standard sim? (it's hard to sacrifice hours of resim just to test that...)
- is there a way to add detail to flames close to the camera in any other way? Like modulating with a grid channel etc?
- is 128 GB ram gonna be enough to pull this off? At one billion I'm closing to 110 GB used...
and the last question - kind of off topic - Is it possible to add drag particles to an existing sim later on when I'm happy with the look? (without having simmed the particles in the first place)?
Much obliged for any help on the matters above!
Btw - love the software, my hardware just doesn't keep up :>
Best regards
Paul
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