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Particle Flow caching and rendering slows until coming to a complete stop after frame 97 out of 500.

ststolp
Contributor

Particle Flow caching and rendering slows until coming to a complete stop after frame 97 out of 500.

ststolp
Contributor
Contributor

I have been trying to render a scene for the past two weeks that is just nder 2 G but has a particle emitter that leads to the collision of the particles with 21 deflectors. If I delete the deflectors, it renders fine, but I need the particles to collide and stick to the deflectors. My hardware is fine according to support, but no solution to my problem yet. I am attaching a screen shot of the Particle View.  Any ideas?

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oliver
Collaborator
Collaborator

Perhaps worth a test: is it possible to combine those 21 deflectors to a single object and define that as one UDeflector? Maybe it makes a difference...

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ststolp
Contributor
Contributor
Thanks for the thoughts. The different deflector objects need to tumble
into the scene independently and interact with the particle system, so I
have not yet figured out how to combine them into a single object.
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kibrituss
Enthusiast
Enthusiast

Im guessing, you have "lets say 1000 particle till 97 frame", then Spawn operator creates more than your computer can handle. try to have less spawn or particle.. or Jump into Tyflow 🙂

 

cheers..

 

 

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oliver
Collaborator
Collaborator

The problem does only appear with activated deflectors, so either the deflectors cause the problem or the particle-generation after the Collision, most likely the Spawn (by Travel).
So

  • try a render with a reduced Step Size in that Spawn
  • try raising the Upper Limit in the PF Source-node

 

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ststolp
Contributor
Contributor
Thanks for the suggestion. I will give it a try.
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