Announcement

Collapse
No announcement yet.

Almost one threaded optimizing particle congestion

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Almost one threaded optimizing particle congestion

    Just thought it was multithreaded. But it is not. 10% of cpu...

    aur cache 1.33 GB (1 435 243 420 bytes)

    Is it bug or not ?

    P.S. Why anyone need 2990wx, when it is not utilized at all

    Code:
    Pre render
    
    Build Mesh start for PhoenixFDLiquid002 t:19776, moblur time:0.000000
    Build Mesh: displ scale:0.895692
    Build Mesh: march cubes build smap:0.021267
    Build Mesh: march cubes vertices:0.509866
    Build Mesh: march cubes interest:0.034506
    Build Mesh: march cubes conn time: 0.227092 result vertices:3064706 triangles:6123368
    Build Mesh: extend time 0.000000 vertices:3064706 triangles:6123368
    Build Mesh: smooth 2.596157
    Build Mesh: calculate normals 0.023753
    Build Mesh: normals smoothing:0.036586
    Build Mesh: vertices:3064706 triangles:6123368 time:3.667011
    Build Mesh: resize 3ds Max buffers, time:0.007038
    Build Mesh: build vertices, time:0.065959
    Build Mesh: build faces, time:0.085476
    Build Mesh: processMeshCache, time:0.008178
    Build Mesh: fill normals, time:0.763463
    Build Mesh: freeing data, time:0.024172
    Build Mesh: Complete.
    
    prepareRenderData of 198e370 PhoenixFDLiquid001_SplashesShader
    set liquid
    prepareRenderData() of PhoenixFDLiquid001 19776
    VolumeShader::setGridSize: 282 345 66
    prepareRenderData of f0328100 PhoenixFDLiquid001_FoamShader001
    set liquid
    prepareRenderData() of PhoenixFDLiquid001 19776
    VolumeShader::setGridSize: 282 345 66
    prepareRenderData of 2053390 PhoenixFDLiquid001_FoamShader002
    set liquid
    prepareRenderData() of PhoenixFDLiquid001 19776
    VolumeShader::setGridSize: 282 345 66
    prepareRenderData of 6e78e380 PhoenixFDLiquid002_FoamShader
    set liquid
    prepareRenderData() of PhoenixFDLiquid002 19776
    VolumeShader::setGridSize: 920 584 66
    PhoenixFrameData refCount++ 3CE19C80 2, I:0, D:\bgg\sim\watery_fin.max_Phoenix_frames\PhoenixFDLiquid002_0103.aur
    PhoenixFrameData refCount++ 3CE19C80 3, I:0, D:\bgg\sim\watery_fin.max_Phoenix_frames\PhoenixFDLiquid002_0103.aur
    liquid frame = 3CE19C80
    prepareRenderData of 619a32a0 PhoenixFDLiquid002_SplashesShader
    set liquid
    prepareRenderData() of PhoenixFDLiquid002 19776
    VolumeShader::setGridSize: 920 584 66
    PhoenixFrameData refCount++ 3CE19C80 4, I:0, D:\bgg\sim\watery_fin.max_Phoenix_frames\PhoenixFDLiquid002_0103.aur
    PhoenixFrameData refCount++ 3CE19C80 5, I:0, D:\bgg\sim\watery_fin.max_Phoenix_frames\PhoenixFDLiquid002_0103.aur
    liquid frame = 3CE19C80
    
    Build Mesh start for PhoenixFDLiquid002 t:19776, moblur time:0.000000
    Build Mesh: displ scale:0.895692
    Build Mesh: march cubes build smap:0.021104
    Build Mesh: march cubes vertices:0.519237
    Build Mesh: march cubes interest:0.028356
    Build Mesh: march cubes conn time: 0.232574 result vertices:3064706 triangles:6123368
    Build Mesh: extend time 0.000000 vertices:3064706 triangles:6123368
    Build Mesh: smooth 2.573507
    Build Mesh: calculate normals 0.023223
    Build Mesh: normals smoothing:0.034592
    Build Mesh: vertices:3064706 triangles:6123368 time:3.631768
    Build Mesh: resize 3ds Max buffers, time:0.006594
    Build Mesh: build vertices, time:0.063329
    Build Mesh: build faces, time:0.086335
    Build Mesh: processMeshCache, time:0.008262
    Build Mesh: fill normals, time:0.695811
    Build Mesh: freeing data, time:0.025410
    Build Mesh: Complete.
    
    interfaces: Sp:0 pg:0 pobjx:ef682b88
    skip empty particle system Particles [Splashes] of [PhoenixFDLiquid001]
    interfaces: Sp:0 pg:0 pobjx:ef682b88
    skip empty particle system Particles [Foam] of [PhoenixFDLiquid001]
    interfaces: Sp:0 pg:0 pobjx:ef682b88
    skip empty particle system Particles [Foam] of [PhoenixFDLiquid001]
    interfaces: Sp:0 pg:0 pobjx:ea3cda68
    particles to collect:181293124
    http://joxi.ru/BA01RoWcMJkGKr
    Last edited by Paul Oblomov; 14-11-2018, 01:47 PM.
    I just can't seem to trust myself
    So what chance does that leave, for anyone else?
    ---------------------------------------------------------
    CG Artist

  • #2
    So it's 10% (or 18%...) from the beginning of the phase till the end?

    How do your particles look like?
    Svetlin Nikolov, Ex Phoenix team lead

    Comment


    • #3
      Nice.
      http://joxi.ru/Grqvyp9S4Q7p6m

      edit

      particles look like this

      Code:
      [GRID: 35 460 480 cells, 920x584x66]
      - Liquid/Temperature (0.00 : 1.00)
      [PARTICLES]
      - Liquid: 4 346 178 (Pos,Vel,ID)
      - Foam: 181 293 124 (Pos,Vel,ID)
      - Splashes: 75 489 (Pos,Vel,ID)
      - Mist: 0
      - WetMap: 0
      * Simulated with v3.12.01 Nightly, Build ID: 2018111328690 for 3ds Max 2019 from Nov 13 2018
      http://joxi.ru/RmzbzZVhY0gpnm
      Last edited by Paul Oblomov; 14-11-2018, 02:11 PM.
      I just can't seem to trust myself
      So what chance does that leave, for anyone else?
      ---------------------------------------------------------
      CG Artist

      Comment


      • #4
        Okay, and now you post your particle shader settings and a crash dump and this thread might start to have some value

        Thank you!
        Svetlin Nikolov, Ex Phoenix team lead

        Comment


        • #5
          I forgot that ftp, where I could upload cache files. Also no dump, 3dsmax is working
          I just can't seem to trust myself
          So what chance does that leave, for anyone else?
          ---------------------------------------------------------
          CG Artist

          Comment


          • #6
            Yup, please drop a mail to Support and they will send you the credentials - it's not okay to share them publicly.

            Do you have count multiplier or size addend or multiplier?
            Svetlin Nikolov, Ex Phoenix team lead

            Comment


            • #7
              Nop, just bubbles. But, already overridden the cache files (overnight script damn ), but will recreate that thing maybe next week. Just thought it was a known issue (like sometimes you guys saying).
              I just can't seem to trust myself
              So what chance does that leave, for anyone else?
              ---------------------------------------------------------
              CG Artist

              Comment


              • #8
                Nope not a known issue, but these are a huge bunch of particles and it probably is related to the number of particles. That phase is multithreaded, and looking at the code, I'm thinking about ways to break it. Optimizing congestion does two things:
                - deleting bubbles entirely inside other bubbles - this is thread safe and should scale perfectly.
                - shrinking bubbles that overlap - this can break if you have a lot of overlapping bubbles. Each thread can shrink only one pair of bubbles at a time, so if you have places where there are more overlapping bubbles than you have threads, this will kill the CPU load. You can also force it to break if you make the bubbles larger using a size multiplier or addend, or if you use the count multiplier to make even more particles. Usually the simulation should not produce bubbles that overlap a lot, but it's not impossible.
                Svetlin Nikolov, Ex Phoenix team lead

                Comment


                • #9
                  I'm using some very noisy emitters to disturb water, so it will look like turbulent river flow. I had 1hour per frame with 500millions of foam particles. 5gb per frame So, maybe some parameters, to manually limit foam amount, like density per area or smth like that...
                  I just can't seem to trust myself
                  So what chance does that leave, for anyone else?
                  ---------------------------------------------------------
                  CG Artist

                  Comment


                  • #10
                    159mil of points wasn't single threaded. Gonna try bubbles.
                    I just can't seem to trust myself
                    So what chance does that leave, for anyone else?
                    ---------------------------------------------------------
                    CG Artist

                    Comment


                    • #11
                      Still sometimes single threaded

                      http://joxi.ru/5mdvQq3S38naZA
                      I just can't seem to trust myself
                      So what chance does that leave, for anyone else?
                      ---------------------------------------------------------
                      CG Artist

                      Comment


                      • #12
                        This is a pretty picture, but without a scene or a log, it can't really help...
                        Svetlin Nikolov, Ex Phoenix team lead

                        Comment


                        • #13
                          I need boiling fixed first Then will report single threaded properly!
                          I just can't seem to trust myself
                          So what chance does that leave, for anyone else?
                          ---------------------------------------------------------
                          CG Artist

                          Comment


                          • #14
                            I don't see a connection, so it's up to you.
                            Svetlin Nikolov, Ex Phoenix team lead

                            Comment

                            Working...
                            X