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PostPosted: Mon Jun 26, 2006 10:51 pm Reply with quote
Oleg
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I've been doing some experiments with PFTools:Box#3 along the lines of Spore. Here's 20+ million particles done with Box#3 and 3ds Max scanline renderer:NeonVapor.avi (4.23 MB; 400x300 res; 350 frames)







Thanks,
Oleg B.

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PostPosted: Tue Jun 27, 2006 9:11 am Reply with quote
oatz
Joined: 22 Nov 2004
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Oleg wrote:
I've been doing some experiments with PFTools:Box#3 along the lines of Spore. Here's 20+ million particles done with Box#3 and 3ds Max scanline renderer


Shocked

What was the rendertime/frame?

Khye
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PostPosted: Tue Jun 27, 2006 9:50 am Reply with quote
Oleg
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27 min per frame on average. Kinda high and it can be optimized; I just did not bother - it's a proof of concept.

Thanks,
Oleg B.

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PostPosted: Tue Jun 27, 2006 3:48 pm Reply with quote
charleyc
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That is very cool Oleg. I am intrigued.
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PostPosted: Tue Jun 27, 2006 5:47 pm Reply with quote
charleyc
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So is this an actual point render, or did you somehow get scanline to render that much geometry?
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PostPosted: Tue Jun 27, 2006 5:54 pm Reply with quote
Oleg
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This is scanline from 3ds Max 8. Just a little bit of trickery Smile I'll continue R&D in this direction if the time permits. What I don't like in scanline is insufficient control of colors - hence the desire for the point renderer. Or, drop more tricks into good ol' scanline...

Thanks,
Oleg B.

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PostPosted: Tue Jun 27, 2006 7:32 pm Reply with quote
superhypersam
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So does that mean box 3 is doing some sort of better memory management like box 1, or is this some clever set up stuff with box 3.


very cool effect.

sam

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PostPosted: Tue Jun 27, 2006 7:49 pm Reply with quote
Oleg
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Quote:
So does that mean box 3 is doing some sort of better memory management like box 1, or is this some clever set up stuff with box 3.

Both.

Also, the whole bag of tricks can be created by using Pre/Post execution types in the output sub-operators. I did not use it in this animation - it's the next venue to explore for me.

Thanks,
Oleg B.

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PostPosted: Fri Aug 11, 2006 7:15 am Reply with quote
iebnor
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Oleg wrote:
27 min per frame on average. Kinda high and it can be optimized; I just did not bother - it's a proof of concept.

Thanks,
Oleg B.


Thanks for the render time!

How much of it is the time for particle simulation versus the time to render. i.e. what's the playback framerate? How much RAM did you need, MHz?
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PostPosted: Fri Aug 11, 2006 7:31 am Reply with quote
Oleg
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The simulation is fast since the motion of particles is quite simple. The majority of the time went to scanline renderer. I was running max8 on WinXP x64 Edition, HP dual-core 3.4GHz workstation with 4GB of RAM. Playback framerate depends on your videocard and percentage of particles shown in viewport, so you can tune it up to be real-time. Since majority of time went to render, it's very well fitted to be done on a render-farm - you can cache the whole animation with Cache Disk operator, and then sent it to render on a network.

Thanks,
Oleg B.

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PostPosted: Fri Aug 11, 2006 7:56 am Reply with quote
iebnor
Joined: 11 Aug 2006
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Thanks. I guess that cache files are going to be huge since we're dealing with millions of particles.
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PostPosted: Fri Aug 11, 2006 8:31 am Reply with quote
Oleg
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Yep, but it's still managable - that's big fast hard drive is for Smile Good thing is that cache files are on per-frame basis - each frame has its own cache file.

Thanks,
Oleg B.

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PostPosted: Fri Aug 11, 2006 9:19 am Reply with quote
DeKoVV
Joined: 04 Apr 2005
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Location: Vilnius




My test isn't so perfect but with a small particle quantity and a little post production i have this: Wink




Animation
Max file


Last edited by DeKoVV on Mon May 25, 2009 1:21 pm; edited 2 times in total

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PostPosted: Fri Aug 11, 2006 11:56 am Reply with quote
iebnor
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Cool!

Is the shader streaking the particles or is each non-black pixel actually filled with a particle?
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PostPosted: Tue Aug 15, 2006 6:12 pm Reply with quote
DeKoVV
Joined: 04 Apr 2005
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iebnor wrote:
Cool!

Is the shader streaking the particles or is each non-black pixel actually filled with a particle?

it's simple particles, blurred with post production Wink

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Particle point renderer
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