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Mikel
01-29-2003, 04:29 PM
I am having a little problem with a project I am working on.

Basically what I need to do is create a pipe that fills up with a liquid and tops of because it is closed off at both ends.

I need the liquid to look realistic. I am working with 3dsmax I know that I can use Realflow but I dont want to purchase it just for this one project.

I am trying to use the conventional particle system in 3dsmax to portray the liquid. The main problem I am having is the amount of time it takes to calculate the final frames when the pipe actually fills in with about 1000 particles. EAch frames takes a few minutes to load and render. By the time I tweak this thing and wait until each frame refreshes it will take days or weeks.

I don't have that much time to wait for this process.

Is there an easier way I can do all this? To simulate the liquid.
The effect using simple max particles is not helping.


I am going to be rendering it with Swift3d later on .. just to get the alpha map animation that i need.

Any help is greatly apreciated.


Here are the images I didnt want to attach them twice:

http://www.cgtalk.com/showthread.php?s=&postid=372743#post372743

RJB
01-29-2003, 04:46 PM
I would guess that the problem is the material and textures you have on your particles. If you have made a realistic material with reflection and ray tracing, expect to wait a long time. If you are using advanced lighting, It could easily take a few minutes per frame. Also, check to see if your particles are casting and receiving shadows. Turning off shadowing on your particles will greatly increase the speed.

One thousand particles is nothing. I have made scenes that have over 30,000 particles, and it rendered in less than a minute for a 720 x 486 frame. The key is to minimize the calculations by only including what you need.

Mikel
01-29-2003, 05:22 PM
thats the thing there are no textures no lights., no reflections just simple color.

thats why I am troubled..

all it is is particles sliding into a closed tube with the inside working as a deflector and gravity on the particles. by the time the whole tubs fills i have frame 99 and the calculation of the position of the particles right now i am trying to render frame 99 and am already waiting 30 minutes for the single frame to build the scene for the final render result.

the calculation it makes of the deflection from the pipe and itself.. there are no effects or materials or rendering components active in the whole scene

Jaex
01-30-2003, 09:41 PM
Rather than trying to actually fill the pipe with particles try just using the particles as a visible water source, but fill the pipe with a cylinder that has a good water material on it. I think the problem you're having comes from the fact that it's calculating every single particles physics for every frame. Lower the lifespan of the particles so they don't live beyond the contact with the water cylinder's surface. Put a good ripple on the water cylinder's surface and just grow the cylinder until the pipe is full.

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