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am i missing something here?

im sitting here on my beastly workstation (24 cores and 128gigs ram) waiting a couple million particles in realflow to fill a bottle.

meanwhile, the latest FX films in theatres all feature a quadrillion splashes and particles effects in a million different shots. how the fuck do they get it all done??? do they just have armies of interns with infinite patience?? it would take my computer years to sim any single shot from these films, and yet studios manage to pump out hundreds of these shots with seemingly no effort...to the point where massive liquid sims are just the norm for a lot of eyecandy films these days (pacific rim, king kong, godzilla, etc)

how?!?!?
>>
more computers really
they never render their frames onsite, the usually contact a company that have enough firepower to render frames at reasonable time
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Youre not very smart are you? You are comparing multimillion bidget 1000 man strong powerhouses to your milky self in your basement
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>>560085
Movie was okay, 3D was pretty good though.
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amazon now have a render farm. i predict google will have one too soon.

this will make rendering dirt cheap
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>>560085

better pc than you and never takes very long to render what you are describing. WTF are you doing?

Check your shit, something must be off on your end.

Also, everyone else covered your mistakes. I myself render render farmed when I need to power render a scene. Instead of taking 3 months to render a 2 minute crazy simulation, as you are suggesting you are doing.

Rent a render farm, its not much per hour/day/week depending who you use. 3 months turns into 3 hours in some cases.
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retards: im not talking about rendering

im talking about SIMMING.

you typically can't distribute sims across machines because network latency will be a massive bottleneck and grid cells/particles all need to interact with each other. have any of you actually opened a piece of 3d software?
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>>560182
https://www.youtube.com/watch?v=9Zyqp7Yme6g
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>>560184

cool, never seen that before
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>>560085
>What's a renderfarm
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>>560085
Are you compering a multi million budget film with yourself? Whats you next question?
"hey, how come my hundai is slower than the SR71 Blackbird....?"
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>>560286

no idiot, im questioning the ability of current tech.

virtually all off the shelf fluid dynamic systems available (phoenix, fumefx, maya fluids, etc) cannot sim things over a network, so a big renderfarm is useless for sims. the exception seems to be houdini, although i dont know if their sims run faster on a farm, or if a farm just allows you to sim more total particles because your memory ceiling will be higher

so all that said, when a movie come out with a thousand shots that all have a trillion particles, it makes me wonder how they did it.
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>>560318
You retarded turd! Network rendering? You thing thats how they do simulation? Google "multi-prosessor server" coz i aint explaining this shit to you ignorant arrogant shit. Fucken turbo pleb.
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>>560085
Animate and compo with very low quality 'basic' versions of the models, then switch to the super-HQ versions when it comes to rendering (which you'd use a render farm for)
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>>560345

>You thing thats how they do simulation?

i literally just said thats not how simming is typically done

were you dropped on your head as a baby?
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>>560318
Houdini does distribution for fluid sims on the Hqueue contingency, comes with slicing so you can partition your sims on different machines.
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>>560389

cool...is it pretty straight forward and flexible? or does it only work well under certain ideal circumstances?
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>>560405
It's a network pipeline /full solution. And it can be done on a cloud.




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