zoso060 Posted March 23, 2012 Share Posted March 23, 2012 I'm relatively new to DOPS/pyro and I'm looking for some help in making my sim more efficient. This is purely for learning purposes. I started off this exercise in H11 but recently switched to H12. The lack of documentation and posts regarding H12 pyro2 hasn't helped my cause I'm trying to create rocket exhaust entirely with fluids. I want the exhaust to exit the rocket and create a massive amount of smoke - enough to fill the camera frame. I'm at a point where I have the basic look I want but my sim times are WAY too long and heavy(~2.5hrs/frame & ~30GB/frame). I'm looking for help in getting these down to something more manageable. My setup is based on the 'Flames' shelf tool. I've used a pump to create extremely high velocity values. The Fluid Force SOP has a velocity magnitude of about 1000 (but it looks like this value is normalized??). In the Source Volume DOP I scale that velocity by 2000. Because of these velocities, I had to increase the substep on the sim to 15. Anything less gave a sparse looking result. The division size on my Smoke Object is 0.5 I tried enabling OpenCL and it immediately crashed. I found this post and will try and get it running (http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=25234&highlight=opencl) but I still feel like there's other aspects to look at to make it more efficient. According to the profiler, the Gas Advect nodes of advect_density_temp and velocity_advect2 are each consuming ~40% of the cook time. I'm running this on an i7-2600K (3.4Ghz) with 16GB on Win64. I'm aware that I could probably achieve this effect with alternative methods but I'm treating this as a learning exercise in dealing with fluids. playblast: Any help would be much appreciated - thanks! Jesse rocket_fuel_test.hipnc Quote Link to comment Share on other sites More sharing options...
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