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pFlow too slow, not utilizing GPU - how to fix/optimize
show user profile  bartman955
so i'm familiar with pflow and i've used it before but i don't use it often but now i have to do some serious particles to add detail to a rayfire demolition and i'm having some trouble with pflow running too slowly. to clarify, it's not that i think i'm pushing it too far and i'm being impatient, it's that even while running fairly simple simulations with only 10k particles or so and 3 or 4 events it's operating way below what i believe is normal speeds. the thing that's really driving me nuts is that when i run the task manager during my simulations, i see that the CPU barely registers when it's calculating particles. i don't get it at all. it may take a full minute for it to catch up when i jump to frame 20 or 30, but during that time while it's crawling along, my CPU is operating at 8%!!

i'm working on a 6 core (12 thread) intel i7 3930k @3.2Ghz, a quadro 4000 graphics card with 2gb DDR5 onboard and 64gb of DDR3 quad channel addressable ram. i know my machine can do better, it typically crushes number crunching so why is pflow killing me? why isn't it utilizing all the power of my machine? is there a way to optimize that i'm critically overlooking?

i've been working along with some old pflow tutorials and the person in the video is using max 6, windows xp, a 2 core processor and a system with 2gb of ram and his sims render/playback in to time at all. seriously this is driving me crazy. there has to be something major i'm missing, it can't be anything to do with the complexity of the sim, it's something global, something with pflow or max that is preventing it from actually using the hardware properly. anyone who works with pflow more regularly have an idea what might be wrong?
read 1171 times
12/9/2013 9:44:15 PM (last edit: 12/9/2013 9:44:15 PM)
show user profile  BishBashRoss
Particle flow isn't multi threaded and doesn't utilise the GPU as far as I'm aware. To put it bluntly, it's just a bit shitty.

read 1162 times
12/9/2013 10:28:49 PM (last edit: 12/9/2013 10:28:49 PM)
show user profile  tom_curitiba

I am having the same pb: scene with RayFire and want to add some PFlow but it is very slow when I move the animation bar thru the frames to visualize the particles.
they are only few particles and I tested it before in another simple scene, it didnt gave any problem.
config is sufficient: I have 8 processors and 16Gb ram, but they are not used really much in that case.

I tried many things already:
- google research
- isolate object, doesnt help
- import the PFlow from my simple scene (didnt manage, the PFlow was empty when I imported it)
- delete KeyFrames from the RayFire animation, didnt help neither
- closed RayFire window

I think RF is using PFlow and thats why it is sooo slow but
is there a trick to go around this?
read 1034 times
3/12/2014 6:24:40 PM (last edit: 3/12/2014 6:24:40 PM)
show user profile  donvella
if your using 2014 try *mparticles, its gpu supported and multithreaded. check the world settings and enable multithread/hardware ppu

read 1022 times
3/12/2014 9:54:24 PM (last edit: 3/12/2014 9:55:36 PM)
show user profile  tom_curitiba
if sb has the same problem sometimes, I found a workaround that worked for me:
I created a preset in my separate small scene and could open it easily in the big scene,
easy but efficient ;-)
read 1000 times
3/13/2014 9:41:51 AM (last edit: 3/13/2014 9:41:51 AM)
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