Hello all,
I have noticed a problem that occurs when I am using Phoenix. After rendering an image locally, the CPU percentage remains high after rendering is complete. This is compounded when there are multiple simulators in the scene (even more so if there is foam).
I can return my CPU usage to normal by resetting Max, or closing the scene, or deleting the Phoenix grids and running a garbage collection (typing gc() into the listener), but unless this is done, the CPUs never go down.
For projects where I only need a single simulator, this is manageable (a single ship traveling through the ocean, a single fountain shooting out water, etc).
For projects where there are multiple simulators in one scene, this makes it impossible to render locally. (Rendering over backburner seems to work)
I created a simple scene to show what is happening. I created 2 ship-like objects that are traveling forward, and 1 ball that falls and splashes. In each case, I used the PhoenixFD toolbar button "Setup an ocean sim for the selected objects" (minor adjustments, mainly just making the grids the same size and resolution).
Here it is simmed, but I haven't rendered yet (average CPU usage around 10%):

And here it is if I render just 1 sim (average CPU usage has jumped to 57% and stays there after rendering completes):

And here it is after rendering 2 simulators (CPU remains around 92% after rendering completes):

If I try to render all 3 simulators, the CPUs spike up to 100 percent and the rendering process gets stuck here:

The same thing happens if I try to render a sim that has no foam, but the effect is greatly diminished. When I have rendered with all 3 simulators, but no foam, the CPUs remain around 63% after rendering completes.
I have tried turning off the preview in case it was the cause, but it didn't make a difference (not sure if there is a better way to disable the preview):

Has anyone else experienced this? Does anyone have a solution? I can't really find any discussion of this phenomenon, aside from a brief mention of CPU spikes relating to GPU previews, but it didn't help me.
Please advise.
Thanks.
I have noticed a problem that occurs when I am using Phoenix. After rendering an image locally, the CPU percentage remains high after rendering is complete. This is compounded when there are multiple simulators in the scene (even more so if there is foam).
I can return my CPU usage to normal by resetting Max, or closing the scene, or deleting the Phoenix grids and running a garbage collection (typing gc() into the listener), but unless this is done, the CPUs never go down.
For projects where I only need a single simulator, this is manageable (a single ship traveling through the ocean, a single fountain shooting out water, etc).
For projects where there are multiple simulators in one scene, this makes it impossible to render locally. (Rendering over backburner seems to work)
I created a simple scene to show what is happening. I created 2 ship-like objects that are traveling forward, and 1 ball that falls and splashes. In each case, I used the PhoenixFD toolbar button "Setup an ocean sim for the selected objects" (minor adjustments, mainly just making the grids the same size and resolution).
Here it is simmed, but I haven't rendered yet (average CPU usage around 10%):
And here it is if I render just 1 sim (average CPU usage has jumped to 57% and stays there after rendering completes):
And here it is after rendering 2 simulators (CPU remains around 92% after rendering completes):
If I try to render all 3 simulators, the CPUs spike up to 100 percent and the rendering process gets stuck here:
The same thing happens if I try to render a sim that has no foam, but the effect is greatly diminished. When I have rendered with all 3 simulators, but no foam, the CPUs remain around 63% after rendering completes.
I have tried turning off the preview in case it was the cause, but it didn't make a difference (not sure if there is a better way to disable the preview):
Has anyone else experienced this? Does anyone have a solution? I can't really find any discussion of this phenomenon, aside from a brief mention of CPU spikes relating to GPU previews, but it didn't help me.
Please advise.
Thanks.
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