Vinz9 Posted February 19, 2008 Share Posted February 19, 2008 (edited) Hi, Is there some rule on how to choose substeps when using a rbd solver and a particle fluid solver ? I did a test with a particle fluid colliding with a wall made of thin boxes, and I had to raise min and max to 10 in the rbd solver if I wanted the fluid not to explode. I would have thought 1/ only the particle solver substeps would matter and 2/ why do I need to raise min substeps in the rbd solver and not only max substeps ? Isn't it supposed to increase substepping automatically when needed ? Also how does the time step on the dop network relates to the solvers substeps settings ? Last question, how can I improve the speed of a particle fluids simulation? I did a quick comparison with realflow, and for a sphere of particle fluids colliding with a plane with roughly the same number of particles in both apps (about 33000), it took 4-5 times longer in houdini ( with a quadcore q6600, for 50 frames, about 5 minutes in realflow, and 20 minutes in houdini). Thanks a lot for any suggestion liq.avi Edited February 19, 2008 by Vinz9 Quote Link to comment Share on other sites More sharing options...
eetu Posted February 19, 2008 Share Posted February 19, 2008 I did a quick comparison with realflow, and for a sphere of particle fluids colliding with a plane with roughly the same number of particles in both apps (about 33000), it took 4-5 times longer in houdini ( with a quadcore q6600, for 50 frames, about 5 minutes in realflow, and 20 minutes in houdini). Can't help you with the optimization, sorry.. But RF is multithreaded while dops are (mostly?) not, so with a quadcore you could expect a close to 4 times win in any case :\ eetu. Quote Link to comment Share on other sites More sharing options...
Vinz9 Posted February 19, 2008 Author Share Posted February 19, 2008 Oh, I thought DOPs were multithreaded. Thanks for clearing things up. Quote Link to comment Share on other sites More sharing options...
whalerider Posted February 19, 2008 Share Posted February 19, 2008 Don't forget that RF is specializing in fluids and was created several years ago. Houdini's fluids are a new feature, which will improve over time. Quote Link to comment Share on other sites More sharing options...
digitallysane Posted February 19, 2008 Share Posted February 19, 2008 DOPs are multithreaded. Quote Link to comment Share on other sites More sharing options...
eetu Posted February 19, 2008 Share Posted February 19, 2008 Whoops *insert foot in mouth* As a quick test of a couple of the example scenes: particle fluids took 70-80% and volume fluids 55-60% of processor time on a dual core machine. Soo, halfway there eetu. Quote Link to comment Share on other sites More sharing options...
Asmat Posted February 20, 2008 Share Posted February 20, 2008 Hi,Is there some rule on how to choose substeps when using a rbd solver and a particle fluid solver ? I did a test with a particle fluid colliding with a wall made of thin boxes, and I had to raise min and max to 10 in the rbd solver if I wanted the fluid not to explode. I would have thought 1/ only the particle solver substeps would matter and 2/ why do I need to raise min substeps in the rbd solver and not only max substeps ? Isn't it supposed to increase substepping automatically when needed ? Also how does the time step on the dop network relates to the solvers substeps settings ? Last question, how can I improve the speed of a particle fluids simulation? I did a quick comparison with realflow, and for a sphere of particle fluids colliding with a plane with roughly the same number of particles in both apps (about 33000), it took 4-5 times longer in houdini ( with a quadcore q6600, for 50 frames, about 5 minutes in realflow, and 20 minutes in houdini). Thanks a lot for any suggestion No rules, I increase mine enough for the particles to not explode, with my current simulation i had to turn it up to a rificulous 40min, 50 max. Generally, the substeps are individually controlled by each solver, fluid solver substeps for fluid calculations, rbd substeps for rbd calculations. I heard particles were not multithreaded, or particle fluids, correct me if im wrong, but arnt level-set fluids multithreaded? (Im on 8 xeon cores, and its hella slow on my end) Quote Link to comment Share on other sites More sharing options...
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