Evgeny_rus Posted January 22, 2015 Share Posted January 22, 2015 How to mesh water simulation using multiple computers? Quote Link to comment Share on other sites More sharing options...
pbarua Posted January 23, 2015 Share Posted January 23, 2015 You can write your own render script or can use HQueue. Quote Link to comment Share on other sites More sharing options...
goldleaf Posted January 23, 2015 Share Posted January 23, 2015 When converting VDB to Polygons using Convert VDB SOP (https://www.sidefx.com/docs/houdini14.0/nodes/sop/convertvdb), you can turn on Automatic Partitions and specifythe part to convert. That parameter is what you can vary per machine. Quote Link to comment Share on other sites More sharing options...
Evgeny_rus Posted January 23, 2015 Author Share Posted January 23, 2015 Pradeep BaruaThanks. I didn't think hqueue can do this but it actually can. You put Geometry node instead of Mantra node and choose it as output driver in hq_render node. goldleaf I didn't know about that. Thank you. Quote Link to comment Share on other sites More sharing options...
lukeiamyourfather Posted January 23, 2015 Share Posted January 23, 2015 (edited) Partitions is one way to do it but then you multiply the load on the file server and network since each partition still loads the entire frame of particles from the simulation cache. A more efficient way would be to mesh one complete frame at a time on each machine so there's no duplicated data read for any of the workload. It might not be a big deal for a small simulation but for example if the simulation cache is 100GB and there are a dozen partitions now you're talking about transferring 1,200GB of data instead of 100GB. Edited January 23, 2015 by lukeiamyourfather Quote Link to comment Share on other sites More sharing options...
bunker Posted January 25, 2015 Share Posted January 25, 2015 You could also distribute the vdbfromparticles task over multiple computers by slicing up the points into clusters with a bit of overlap. > create a grid of boxes > keep only one box (current WEDGE) > delete all FLIP particles outside the box > vdbfromparticles > convert vdb to polygons > clip geometry outside box. > load all wedges and fuse geometry. Quote Link to comment Share on other sites More sharing options...
bunker Posted January 25, 2015 Share Posted January 25, 2015 I made a simple example (attached), hope that helps. bunker_distributed_flip_meshing_01.hipnc 1 Quote Link to comment Share on other sites More sharing options...
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