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  1. how are you doing 48,000+ nParticles with 4 cores man, i have 8 cores and 8G ram but i’m waiting more than 3 hours to do simulations for just 20,000+ nParticles only.. shed some light here please :D

  2. realflow = good but maximum ram used
    maya = does not require much memory but its bad

  3. this i great and all, but I have to say that from these demos realflow looks the most natural.

  4. Maya 2012 nParticle simulations are meant to be multi-threaded now, i believe? Should be interesting!

  5. hey you can easly get 16Gigs of ram for no money and no scrounging in the trash just changing settigns that are already on your computer and it is so easy right click on computer click properties go to advanced tab then click settings then go to advanced tab again then click change then uncheck system managed and manage all rives then click custom size then type 16000 into both boxes then YOU MUST HIT SET then click ok then restart your computer if it asks you. and there you go!!

  6. it only has one core and its very slow but it is very well cooled with only one fan for the processor and a monster of a heatsink so the temp is fine i guess it’s just plain slow but my new computer is much faster and dont get 100% used the whole time i use realflow and it is so much faster and stable but it gets pretty hot so i have to watch out but it rarely gets over 72C simulating realflow and it is idle at 45C

  7. Sorry, yeah all the times are in hours:minutes:seconds, with hours only showing provided it took that long. All of these scenes were run over the course of one evening, so the longest test would be the second one with objects crushing particles, where Realflow took 3 and a half hours.

  8. “I will guess that your computer is slow.”

    Based on…? Everything that is properly multi-threaded (RealFlow, Maya at render, or really any app 3D/compositing when rendering) ran just as expected, and relative to HP workstations that should provide the same or even slightly greater power my Q6600 setup tends to edge ahead in rendering/particle benchmarks.

    Suppose if I drop a grand on an i7 I might get ahead a bit, but doubt the price/performance would be justified.

  9. I will guess that your computer is slow. If it’s not, open the task manager to check that no other software is hogging anything, run a virus scan, get antivirus software if you don’t have it and make sure that the amount of threads in the settings is the amount of processor cores you have, unless it’s got hyperthreading technology.

  10. Hot{Rod}Damn Diggiddy Dog Giggidy Goo!………………….or just simply put: OUTSTANDING!!!

Maya nParticles VS RealFlow in liquid simulations

These are 4 tests that I threw together to test Maya 2009’s new nParticles liquid simulation option. I compared it to RealFlow, a fluid and particle simulating standalone program to see how the results held up. Overall Maya’s nParticles did pretty well, better than I expected and could probably cover most simple liquid simulation needs. -Additional Test Information- I tried to keep the simulations pretty equal for things like particle count and the radius of each particle in the end result to make it about as even of a challenge as I could. From what I saw the mesh output option in Maya seems to be about as fully featured as RealFlows, with support for motion streaking, vertex motion baking, smoothing/filtering, so to save time I opted to do test renders with simple Maya Blobby particles in the software renderer. I did not see an option for wet-maps in Maya, though. Test 1 – Ramp Splashing In this test I wasn’t too sure what I was going for, just first starting to play with nParticle liquids, so there’s two pointless extrusions, I guess they break up the flow a bit more for some interesting effect. I had the emitters fill a bit of the ramp, blocked by a plane that jumps out of the way after a bit. After playing with this I was pleased enough to do a few more tests. Test 2 – Objects Splashing The objects were simulated before any water, with their animation baked beforehand, so they are not in any way affected by the particles. On that note; I couldn’t find any way yet to

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