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Old 12-07-2010, 10:47 AM   #1
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box#2 (physx) vs lagoa?

Hi,
look at this 2 videos:
01 02

in this examples there's an amount of phisical particles comparable to krakatoa or real flow quantity solutions.
my machine is not good to work with a remotely similar box#2 simulation and I don't know xsi.
for people who compared several dynamics in several softwares with several plugins, my question is:
is, actually, lagoa moooore better then max, maya, houdini etc... dynamic solutions?
 
Old 12-07-2010, 02:57 PM   #2
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They're all better at some things than others... Try them all and find out.
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Old 12-07-2010, 04:03 PM   #3
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Quote:
Originally Posted by SoLiTuDe
They're all better at some things than others... Try them all and find out.

lol...this is a diplomatic answer and I'm too lazy to try all
my test with a "particles cup" volume, in box#2, can host no more then 10000 physx boxes and I need to bake the simulation to see the results.
if I apply some events my scene crash (with all the rights).

I'm curious to know if lagoa could work easily with multiples of 10000 particles with the same hardware or...(this is for you) if houdini can also but less/more then lagoa.
 
Old 12-07-2010, 05:20 PM   #4
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The thing we are all curious about with Lagoa is sim time, I haven't seen anything anywhere posting how much time it takes for any of the sims I have seen, they are beautiful simulations too but I doubt they are anywhere near realtime.

As for Box#2 your particle limit is 64k particles although I have found it difficult to work with anything above 35k, that may just be my level of patience though.

I cannot speak of Houdini but I have seen some beautiful sims done with it as well.

Maya no idea.
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Old 12-07-2010, 06:37 PM   #5
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Quote:
Originally Posted by JohnnyRandom
The thing we are all curious about with Lagoa is sim time, I haven't seen anything anywhere posting how much time it takes for any of the sims I have seen, they are beautiful simulations too but I doubt they are anywhere near realtime...


johnny you haven't seen time simulation but simulation yes
have you seen this type of quality and massive simulations in max without tips and tricks?

I think this is the point.
 
Old 12-07-2010, 08:17 PM   #6
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Quote:
Originally Posted by JohnnyRandom
The thing we are all curious about with Lagoa is sim time, I haven't seen anything anywhere posting how much time it takes for any of the sims I have seen, they are beautiful simulations too but I doubt they are anywhere near realtime.


it says under the video how long it took:
More fun with a coffee cup!
2.8 Million Particles - Created with the Softimage Lagoa ICE physics solver, Rendered with Arnold for Softimage. Motion blur and depth of field tested.
Hardware used:
Dell Precision T5500 Dual Quad Core Workstation 12 gigs RAM
Nvidia Quadro 5000 Firmi based
Sim time: Thanksgiving weekend, Render time: ~6 hours for all 1000 frames.

so thats 24 hours if not longer sim times...
 
Old 12-07-2010, 10:27 PM   #7
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Well, I have seen some pretty massive simulations done with TP in max (I am guessing that those are layered sims but still), max standalone tools hell no, not even close, max's built in dynamics are as old as the hills, really pretty sad state of affairs, PhysX is going to need some serious R&D love to compete with Lagoa physics in any meaningful way IMO, fingers crossed.

Didn't see that thanks for pointing that out Anselmo Thanksgiving weekend was 4 days long for me, so we will guess between 24 and 96 hours of sim time ugh, and if it didn't sim as expected ugh...

I like PhysX but it is by no means anywhere near an end all solution by any means, it handles low to mid range counts really well and gives fairly consistent, fairly predictable results.
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Last edited by JohnnyRandom : 12-07-2010 at 10:29 PM.
 
Old 12-08-2010, 10:31 AM   #8
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...Test of Softimage Lagoa Jello Material.
Just over 1 million particles. 18 hour simulation time. 6 hour render time using Arnold for Softimage...

these are shi fi scenaries for max.
note also the absence of crazy particles in slow motion...you know what I mean.

physx is a good thing (it saves box#2 birth from an abortion, it saves rayfire from the anonymity, enriched TP in its simulations, removed more fame to pull down it etc...) but to include it in Subscription.Advantage.Pack make me sad because is how to read between the lines: "this is the dynamics solution from max for 2011"...wow, we already use it from 4 years.

FOR THE POWER OF GRAYSKULL!...no, nothing happened...ah, now remember...
EXCACALIBUR!...ok, now in the instructions it says to wait 3-4 years!

Last edited by savat : 12-08-2010 at 10:33 AM.
 
Old 12-12-2010, 02:00 PM   #9
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Yeah, I'm not sure if PhysX is what Autodesk intends to be the XBR integrated dynamics, or if it's a stopgap...
 
Old 12-12-2010, 05:35 PM   #10
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been waiting for the physX version which supports convex decomposition, couldn't find a date / time of its release. That would make physX really worth it as a future dynamics engine for max.
http://physxinfo.com/news/4181/phys...-max-in-action/
 
Old 12-13-2010, 10:01 AM   #11
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Quote:
Originally Posted by Furball89
been waiting for the physX version which supports convex decomposition, couldn't find a date / time of its release. That would make physX really worth it as a future dynamics engine for max.
http://physxinfo.com/news/4181/phys...-max-in-action/


ken pimentel wrote about physx and nvidia marriage with max and this is (for me) a great thing but is less great in relation to releases times.

If lagoa can do what it does now and max can't do it in its 2012 release then people wait for better times and will survive with interior renderings and timid precences in Hollywood's projects (probably chains closeup simulations ).
 
Old 12-13-2010, 04:32 PM   #12
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Old 12-15-2010, 10:47 AM   #13
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Quote:
That would make physX really worth it as a future dynamics engine for max.

Convex decomposition is a nice feature, indeed, and pretty robust



Teapot - dynamic composite rigid body, 68 convex hulls, 1212 vertices, few seconds to generate
 
Old 12-15-2010, 02:47 PM   #14
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Quote:
Originally Posted by Zogrim
Convex decomposition is a nice feature, indeed, and pretty robust

Teapot - dynamic composite rigid body, 68 convex hulls, 1212 vertices, few seconds to generate


this is the right way but developers need to walk it running...release it on 3ds max 2012, for more vfx guys, is a date too far.
over the Convex decomposition, other improvements? addons? how much to bet on this engine?
please, more then a pill every 6 months...this is a serious disease
 
Old 12-17-2010, 04:12 PM   #15
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what about this?:

http://code.google.com/p/dynamica/downloads/list

already a thread is opened here
 
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