Sustaxata Posted February 19, 2014 Share Posted February 19, 2014 Hi guyz, I'm currently working on a little fluid explosion type effect. For that I cached out my simulation, and I would like to now cache out the geometry that gets generated, however everytime I start my caching (using rop outputdriver), it only caches a few frames until it crashes. It seems like it is running out of memory, but I'm working on a machine with 32gb ram, and it always caches a few frames until it crashes. Do you know if there's a way around this? Thanks in advance Sustaxata Quote Link to comment Share on other sites More sharing options...
Guest tar Posted February 19, 2014 Share Posted February 19, 2014 Hard to know - does it run out of memory in the memory manager.? What is the error? etc can you post a test file, have you tested other setups? Thanks! Quote Link to comment Share on other sites More sharing options...
Sustaxata Posted February 19, 2014 Author Share Posted February 19, 2014 (edited) Yes of course, It does go to a hundred % and then it crashesThe node in question is ZombieBodyParticles_fluid the simulation starts at frame 150. I got it cached until frame 196, then it crashes, no error message. Are my settings crazy? I set my point radius scale to 0.7, and my minimum radius in voxels to 0.79 (original settings are 0.8 and 1) I'm testing it with the original settings atm, however I set the settings down so much because I wanted the high resolution for smaller drops, I'll let you know the results Thanks a lot___Just tested it with the original vdbfromparticles settings and it crashed too (at frame 193), since there was no error message or log, I assume it was the same cause FXMasterClass_Zombie_v072-redoSimulation.hipnc Edited February 20, 2014 by Sustaxata Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.