Re: Realflow and the bottle neck of fluid sim
| Date : Fri, 7 Jul 2006 12:19:03 +0100 |
| To : <XSI(at)Softimage.COM> |
| From : "adrian" <adrian.wyer(at)fluid-pictures.com> |
| Subject : Re: Realflow and the bottle neck of fluid sim |
i think you nailed the whole 3d industry, with or without realflow.......
almost every job is like this, a battle of wills versus technology, versus budget versus time
and we (the artists) are the casualties of that war
man am I bitter this morning....!
a
----- Original Message ----- From: "VR XSI Forces" <forum(at)virtualrepublic.org>
To: <XSI(at)Softimage.COM>
Sent: Friday, July 07, 2006 12:06 PM
Subject: Realflow and the bottle neck of fluid sim
A first simple >filling the water glass - of course< test with RF4 gives me
the impression that RF4 is working better. No crashes yet, looks nice in XSI
... simulation seems to be slower but more accurate?!
But let's talk about the major bottle neck of fluid sims with RF.
Filling a water glass is working fine but we have to understand that this is
just a simple simulation and far away from a more complex task. Why does RF
not have some perfect setups for loads of different fluid types which work
physically perfect in small and big scaled situations [let's forget the sim
time in this case]? The only answer I could imagine is: the developer also
doesn't know how to set them up.
RF ist fascinating indeed and it's fun to play with. The problem begins if a
client needs to solve a fluid task, let's say liquid chocolate flowing like
highspeed filmed over a waffle. You get some real footage of perfectly
filmed high-speed EUR 40.000 fluids in high aesthetic style. Due lack of
fluid sim experience you start with high motivation beeing sure: I will
solve that. After a few days trying hard you will come to the conclusion:
not that easy but possible. One week later you feel running out of time and
budget and you ask your admin what a 4 proc number crunsher with 128 GB ram
will cost. 2 weeks later you will understand that the beauty of those high
speed fluids is mainly ruled by perfect >infinite res< surfaces and a
special complexity you can't work out with RF in a reasonably time plus
those damn budget limits. The client expects that he will get the computer
generated fluids cheaper and that he is able to have some post control over
it for >fast< changes or variations. At the end you have to tell them: each
change will take 2 more days [if they like the result].
A first time killer is that you can't work in fast low res mode with short
sim times and just set up the values to a higher res because this will
affect the whole behaviour of the fluid. So you must start with high res as
possible to get sure that the result you present to the client is not much
different to the next >perfect< step. The work flow is getting as low as the
sim times will explode exponential. A good but still not perfect looking 150
frames >filling HALF the water glass< will probably take 3 hours on a Dual
XEON 3,0 Ghz machine. Doing more complex stuff end up easily in a whole day
of sim calculation you have to wait for till you can go on. There's no
chance to get it faster with usual equipment because you are forced to work
with the higher settings till you hopefully get what the client likes.
And at the end you are surely confronted with another unfair fact. Once you
have worked out hard something which looks close to a filmed reference the
client will drive you mad with: this doesn't look real ... there's something
wrong ... the drops look wrong ... this drop should fly there and those 3
drops shouldn't be there ... etc. etc. etc. ... even if the result looks
[theroretically spoken] 95% like the filmed material strangely 95% of the
clients would not really accept or approve it. I am totally sure. And this
is the next big surprising killer for the whole production. Without a good
fighting producer the chance is high that the whole job ends up in pain and
chaos?!
Probably I am wrong ... due lack of intensive RF experience *:-)
Michael
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