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Whitewater houdini 17


polterizer

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Hey!

Once im testing the new ww, wanted to ask here some points of the new h17 ww :

 

- Seems very slow sim in big flip simulation, 4x more slow than the old ww of 16.5, probally my bad but i leave most default just for test lol... and i dont use the opencl, also disable stiffness "constraint stiffness as 0". any know what is doing slow? sometimes crash the pc more than 200% ram used.. 

- One thing interesting for me is i am seeking where i can disable the spray and bubbles? where i can control the spray? :D.

thanks
cheers
Carlos

 

Edited by polterizer
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 hi Carlos,  I'm not sure what is slowing your scene down so much.  I've found the new whitewater solver to be much faster/better than the old one.  I don't think you can set constraint stiffness to 0 and still get usable results (not sure though).  Unfortunately there isn't a tut on the new whitewater solver,  but this tutorial is related:  (the pop fluid node is inside the ww solver).

 

 

 -G

 

 

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hey, 

yeah, must see a tut, i was testing tweaking stuffs, i dissable the clumping density control and doest fast sim, looks more faster than old one, the problem seems the density control, that makes me 200% ram out, also i increased the voxels for a low density but doesnt make sense. lets see the comming tutorials :D

thanks for the tips!

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  • 1 month later...
On 10/22/2018 at 5:31 PM, polterizer said:

hey, 

yeah, must see a tut, i was testing tweaking stuffs, i dissable the clumping density control and doest fast sim, looks more faster than old one, the problem seems the density control, that makes me 200% ram out, also i increased the voxels for a low density but doesnt make sense. lets see the comming tutorials :D

thanks for the tips!

 

On 10/22/2018 at 4:36 PM, ranxerox said:

 

 hi Carlos,  I'm not sure what is slowing your scene down so much.  I've found the new whitewater solver to be much faster/better than the old one.  I don't think you can set constraint stiffness to 0 and still get usable results (not sure though).  Unfortunately there isn't a tut on the new whitewater solver,  but this tutorial is related:  (the pop fluid node is inside the ww solver).

 -G

 

 

Polterizer seems to stand correct regarding the whitewater solver issues when doing BIG/HEAVY sims. My H17 keeps crashing every time due to extreme RAM values. Did you ever figure this issue out? The only thing I could successfully output was the whitewater source cache. 

Edited by Solo
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Cache the emitter and try partition it into smaller sims. Its advecting thru a velocity field and I dont think anyone will notice if its not perfectly density constrained.

Edited by mawi
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On 12/11/2018 at 4:29 PM, mawi said:

Cache the emitter and try partition it into smaller sims. Its advecting thru a velocity field and I dont think anyone will notice if its not perfectly density constrained.

Ahhh yes. I forgot about that idea despite doing this in the past! Thank you. 

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Here is my simple code for grouping H17 particles into pre H17 whitewater groups.

i@group_foam = 0;
i@group_bubbles = 0;
i@group_spray = 0;
if (@spray>0.0) {
    i@group_spray = 1;
} else {
    if (@foam>@bubble) {
        i@group_foam = 1;
    } else {
        i@group_bubbles = 1;
    }
}

 

whitewater_groups.gif

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  • 3 weeks later...

I have the same problem with memory consumption of the ww solver in H17 (windows).

Switching off the density control reduces memory consumption to about 25%.

In my actual sim I can only get to around 7 million particles. But I would need something like 50+ million to get a decent look.

So is this a bug or does the density feature just need this massiv amount of RAM?

Cheers

Rico

 

 

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