art3mis Posted October 19, 2016 Share Posted October 19, 2016 (edited) In the attached scene in my flattank_fluid node I've set my Particle Separation to a coarse value of 0.2 even though I know I want my final value to be 0.02. (Note to self- upgrade RAM!) If I use 0.02 my playback or preview takes forever even after caching, so perhaps I am doing something wrong(likely!) I've then gone and cached just 1 second of particles in my compressed_cache node. When it comes to meshing-surfacing however in my Particle Fluid Surface nodes I am confused by optimum settings to use. Should I use the same Particle Separation? Can it be smaller and still make a difference? What about Voxel Scale? Any other tips or optimizations appreciated! 2016.09.10_FlipFluidsWebinar - Copy.zip Edited October 19, 2016 by eco_bach Quote Link to comment Share on other sites More sharing options...
Yon Posted October 19, 2016 Share Posted October 19, 2016 I'm also interested in what experienced users have to share about the node, important parms to dial in, etc. Manual has good text about it though. As for the 0.02 separation - if your tank is fairly large (40x10x40) an i7/32gb is gonna turtle if not hit memory limit. A up-res technique Is to wedge with the Jitter Seed on wavetank node (wavetank_initial) or popreplicate . My workflow currently is to adjust separation until it's around 10m (roughly .1) and wedge it however many times. So you can get high particle count on average workstation. A final output closer to your iterations look is also a added bonus. Quote Link to comment Share on other sites More sharing options...
art3mis Posted October 20, 2016 Author Share Posted October 20, 2016 <bump> Quote Link to comment Share on other sites More sharing options...
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