As i dont use fluid for actual fluid work but just to give particles some swirly motion, I cant remember numbers on top of my head. But i think it was low count in general. Check out the project files and try slowly increase from there. In general if XP take longer than 30 minutes to sim, drop it, they ll probably crash :)
Thanos Kagkalos
2021-11-02 23:59:27 +0000 UTC
Following your example above I was getting 1,948,500 with fluid flip which does seem more reasonable.
Ben Trahair
2021-11-02 23:53:40 +0000 UTC
Thanks for the info. I was using fluidfx in fast mode in this example, not for actual fluids but just to control spacing etc and it fails at 132,000 particles which doesn't seem that high to me. Does that seem like an unreasonably high count from your experience with fluids? (I think you were using a flip in your example above so I'll test that too).
Ben Trahair
2021-11-02 23:48:59 +0000 UTC
Thanks for the feedback bud. From ur description seems a lot like hardware issues and not xp related. Regarding particle count, really depends. Eg. I dont do fluids at all in XP i dont think they are stable and are also very slow in that department. But when it comes to pure particle work, no dynamics involved, 10mil is relative easy number I feel.
Thanos Kagkalos
2021-11-02 23:30:15 +0000 UTC
Hi Thanos. Thanks for all these amazing tutorials!
I'm wondering about your experiences with xparticles and high particle counts generally and what your experience of its stability is?
I've found that anything over a certain particle count with fluid dynamics ends up crashing or failing while caching. I was having this issue in a predictable place following one of your tuts and end up finding I had some ram config issues (ram speed was too fast for my TRX-40 motherboard).
I've fixed this ram issue and things have improved but still generally find beyond a certain point the calculations fail/stop caching and I'll only see say 130 of 150 frames cached. I was also getting a lot of BSOD errors which seem to have stabalized which is good but generally just finding x-particles can't always handle really high counts .
Have you every experienced anything like this?
Ben Trahair
2021-11-02 23:06:39 +0000 UTC
Hi, you can use the xparticles display mode to control em however you like. I think in that one, particles were born from a texture/noise. By using an instance color node in octane u can pass this info to the particles.
Thanos Kagkalos
2020-11-18 12:43:47 +0000 UTC
Hi . How do you use octane render to render project file a_ xpflip_ Simple.c4d material, how to control swirls in octane material node, looking forward to your reply. Thank you.