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Foam particles cutoff at simulator edge - why?

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  • #31
    Originally posted by Morbid Angel View Post
    Hi Svetlin,

    I am wondering how if at all possible to make fire / smoke particles to live outside of the grid. If I have a adaptive grid, when smoke opacity goes to 0 then grid shrinks and it kills the particles too.
    Do you mean the drag particles? This is a good suggestion, I think it won't be hard to implement it. Thanks!

    Originally posted by baro View Post
    I noticed the executive foam particles count, changed the the foam amount from 1 to 0.5 and let it continue. few frames later the sim had stopped due to overflowing the 250 GB SSD the simulation was running on.
    my question is: it it to be expected a scene like this:
    to generate frame files of 2+ GB:
    It seems normal - 160 million foam particles is quite a lot, and furthermore it depends on what foam channels are exported - if you have velocity, this would export a huge amount of data per each frame and even though the particles are compressed, the caches could go over 2 gigs per frame.

    Seems like you need to reduce the Foam birth amount, but also watch out for the Foam on Hit amount as well - this one is a separate control and it could add a lot of foam as well. Come to think of it, we should add a way to either observe in the viewport, or at least count how many particles were generated either way, so you won't have to find out by trial and error.

    Hope this helps, cheers!
    Svetlin Nikolov, Ex Phoenix team lead

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