caskal Posted August 21, 2018 Share Posted August 21, 2018 (edited) Hey guys, I have a flip sim with particle div. at 0.03. Cached the compress and surface. So far all good. Now when I generate the white water, there are frames that go up to 3 gb (and its incremental), any tips for optimizing this? Some stuff I tried: - Creating a bound by object group, to delete particles that wont be used This optimized the size to almost the half Size comparison Another thing I tried is splitting up the "bubbles + foam" and "spray" in different bgeo files And finally I tried reducing the birth in white water solver as well as lifespan parameters. Is this normal? the size of white water tends to be big and increments over time? Any tip will be helpful, I have like 300gb for 1/4 of the animation just on white water Edited August 21, 2018 by caskal Quote Link to comment Share on other sites More sharing options...
caskal Posted August 21, 2018 Author Share Posted August 21, 2018 I'm deleting non-used attributes/groups as well as creating a group by camera angle to delete particles outside the POV. Running a sim to see how it handles this 1 Quote Link to comment Share on other sites More sharing options...
caskal Posted August 22, 2018 Author Share Posted August 22, 2018 Update: went from 3gb a frame to 300mb a frame, by deleting non used attributes and using camera culling. Also tweaked the parameters like withewater birth to 60 instead of 100, and lifespan from 2 instead of 4, not sure if this is already enough, or should I take some of them off? here's a video with mesh+whitewater (bubbles+foam) and the whitewater alone. Also, for rendering I think the studio is using arnold, what will be the best approach to render whitewater? as volumes? or cloning spheres like in redshift? Thanks! 1 Quote Link to comment Share on other sites More sharing options...
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