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Old 06 June 2010   #31
Quote:
Originally Posted by Glacierise
You definitely can. It's usually mentioned when a feature is new from TP4, and most of the new features are covered in the 2nd DVD. So - no problem


Good good!

I have just bought it
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Old 06 June 2010   #32
Hey just a quick question about TP 3 SP2.

I have just noticed that whenever I do anything in TP it is only ever using one cpu thread. It is the 64bit version runnin on max 2010 64bit. Is there anywhere to define the amount of threads?

thanks
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Old 06 June 2010   #33
Quote:
Originally Posted by adom86
Hey just a quick question about TP 3 SP2.

I have just noticed that whenever I do anything in TP it is only ever using one cpu thread. It is the 64bit version runnin on max 2010 64bit. Is there anywhere to define the amount of threads?

thanks


It's single threaded, hence the fact that you only see one thread.
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Old 06 June 2010   #34
Ah thats a shame
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Old 06 June 2010   #35
I should've noted, that there are some multithreaded features of TP4, such as the new shape collision, and volume breaker.
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Old 06 June 2010   #36
Thanks for the info SoLiTuDe

Could I ask if anyone has used the collision map node? I followed the tutorial over at community.ro and that worked fine. I was wondering if TP struggled with a large amount of fragments to register on the ground plane acting as the point of collision, have any of you guys used, for example, 400+ fragments hitting the ground?

I have tried using between 400-600 fragments and max just hangs there (it does not crash) forever stuck on 0% and 0% CPU usage also. Any thoughts?

Thanks
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Old 06 June 2010   #37
Have you tried your scene with the collmaps node's default setting first?
How many frames is your animation?
Are you redrawing views?
do you have have sub sampling on in the collmap?


I've found map sizes above 500x500 can dramaticly start to slow down, 256x256 work good for most situations.
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Old 06 June 2010   #38
Quote:
Originally Posted by HeadSmell
Have you tried your scene with the collmaps node's default setting first?
How many frames is your animation?
Are you redrawing views?
do you have have sub sampling on in the collmap?


I've found map sizes above 500x500 can dramaticly start to slow down, 256x256 work good for most situations.


I initially changed the map size to 512 but I have put it back to 256. There are 200 frames @ 25fps. I have left redraw views off as I am not sure what that does and the manual doesn't give any explanation.

Image of settings here

Just given it ago and does the same thing :S might have to just try less fragments as 100 appear to work but that obviously wont cover all the collisions that are happening.

Thanks
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Old 06 June 2010   #39
redraw views just means that max will play the animation in the view port, which bogarts system resources.

So is the First Box the ground surface? no name

hmm hard to say with out looking at you scene.
What are your computer specs?
If you can, post/pm a file
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Last edited by HeadSmell : 06 June 2010 at 04:35 AM.
 
Old 06 June 2010   #40
Quote:
Originally Posted by HeadSmell
redraw views just means that max will play the animation in the view port, which bogarts system resources.

So is the First Box the ground surface? no name

hmm hard to say with out looking at you scene.
What are your computer specs?
If you can, post/pm a file


Hello again, cheers for the reply. System specs are:

Windows 7 64x
i7 920 @ 3.8ghz
6gig 1600mhz DDR3
GTX 260 800meg or so

Here is a link to the scene file if you want to have a look It is a really simple scene.

Just a ground plane that I have now named collision plane for better understanding which is at the top of the list. It is Max 2010 and TP3 x64.

Thanks

*edit* I should point out that I did apply a UVW to the plane and made it planar then fit and assign ID 1 to all polygons and then collapsed. I also converted all the fragments to editable poly but everytime you open the scene it re-applies the physx modifier to them. Not sure if that is going to make a difference.
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Last edited by adom86 : 06 June 2010 at 01:35 PM.
 
Old 06 June 2010   #41
Yea works fine here...weird

Dual xeon 5440s/ win764

I don't have ray fire, so i don't have that physx wrapper installed.
Try merging just the Geometry into a new scene and setting it up again.
also am on TP4 but I dont think that shouldn't make a different
I'm stumped... email Cebas
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Old 06 June 2010   #42
Thanks for looking.

I have exported the geometry to another scene and still doesnt work using all fragements. So far I am trying 200 and it works so I shall keep adding more until it doesnt work anymore, but yea it is weird :S

*edit* doesn't make much sense but if I add the fragments in 100 at a time it seems to work up until 300 fragments. Anymore and it just hangs again :( ... ah well will have to do
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Last edited by adom86 : 06 June 2010 at 05:24 PM.
 
Old 06 June 2010   #43
Hey guys - some news about the next TP DVDs here:

http://velevfx.com/2010/06/27/3rd-d...plan-for-dvd-2/

Hope you like it
 
Old 06 June 2010   #44
Nice line up man, you got ALOT of stuff to cover ...could easily be 5 dvds lol

I know it's way early to be discussing the third one...
but, if your interested in a few ideas , just from using TP4 this past month I think there might be some key topics to cover:
-TP Max Script creation
-HFragmenter/and modifier examples
-Maybe some move advance ways of using the volumecell node, to set up advance fracturing
just some ideas, but really looking foward to your stuff man
Is Joe Scarr helping ya out? He mention some thing about a dvd coming up on the cebas forum but ignored me asking questions.lol
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Old 06 June 2010   #45
Yeah, HFragger and scripting will be covered in DVD3, and volumecell and volumeactivate - in the 2nd DVD Joe has his own plans, you should be asking him about that )
 
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