4.24 BILLION Particles – H15 Pops Test

So, I thought I’d be putting H15 through it’s passes a little too look at performance improvements … In my experience, reusing “old” workflows – that have proven to be able to create great results many times over – often yields fun surprises, so I went back to the old POP-Solver (NonDOPs) and had a play.

WOW!!!!  I stopped at 4.24BILLION particles taking around 5gb RAM!!! Coulda done a multitude of that on my laptop easily) Nice one SideFX!

Close to 50millionen particles (with a bunch of layered noises and schtuff), 360frames, old single CPU i7 laptop with 16gb RAM (never used more than 6-7gb) … done after 3hrs!!!

 

Here’s a couple testrenders:

ParticleTrail_PointEmitterSimpleNoise_PBR_noMB_noShader

Trail of pointemitter with a curlnoise VOPSOP to randomize it’s path … plus simple one layered curl noise pop on trail articles

 

 

ParticleTrail_TrailStart

Trail  of same source but sphere particle emitter instead … layered noises in POPs

 

 

ParticleTrail_bigSpheres.0213                                     ParticleTrail_smallerSpheres_MB.0213

Closeup with large spheres                                                                    Closeup with smaller spheres

 

 

And some quick rendertests with PBR and the new Disney shader:

ParticleTrail_meetUp_MB_PBR_200millionParticles

200millionen particles (delayed load) ca.3gb RAM @2min/frame – again old single CPU i7 laptop

 

 

 

ParticleTrail_meetUp_MB_PBR_250millionParticles

250millionen particles (2 seperate delayed loads) ca.3.8gb RAM @3min/frame – again old single CPU i7 laptop

 

ParticleTrail_3.6billionParticles

4.24BILLION particles (1 delayed load re-used and altered) ca.5gb RAM

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