FlipFluids

Trying out Blender      Flip Fluids      – currently baking below lighthouse.blend sample file, 2-3 days so far, about 10 hours go go and 89Gb cache space used up!

Final space cost and rendered frame one, as of 5/29 6am [frame 0 rendered in 2.5 mins]

 

 

After 60 frames l got….

 

Updates 5/30

Some Log entries:

28-May-2018 23h12m33s COMPLETE Update Marker Particle Velocities
28-May-2018 23h12m33s BEGIN Delete Saved Velocity Field
28-May-2018 23h12m33s COMPLETE Delete Saved Velocity Field
28-May-2018 23h12m33s BEGIN Advect Marker Particles
28-May-2018 23h12m55s COMPLETE Advect Marker Particles
28-May-2018 23h12m55s BEGIN Update Fluid Objects
28-May-2018 23h12m55s COMPLETE Update Fluid Objects

*** Time Step Stats ***

Fluid Particles: 48044598
Fluid Cells: 7162540

Diffuse Particles: 11995192
Foam: 1968108
Bubble: 9991435
Spray: 35649

Pressure Solver Iterations: 185
Estimated Error: 3.84183e-007

Step Update Time: 161.546

*** Frame Timing Stats ***

Update Obstacle Objects 0.000s 0.0% |
Update Liquid Level Set 38.922s 5.4% ||||
Advect Velocity Field 84.487s 11.6% |||||||
Save Velocity Field 2.262s 0.3% |
Calculate Surface Curvature 99.262s 13.6% |||||||||
Apply Body Forces 0.573s 0.1% |
Apply Viscosity 0.000s 0.0% |
Solve Pressure System 200.169s 27.5% |||||||||||||||||
Constrain Velocity Fields 4.435s 0.6% |
Simulate Diffuse Material 73.749s 10.1% |||||||
Update Marker Particle Velocities 38.413s 5.3% ||||
Delete Saved Velocity Field 0.088s 0.0% |
Advance Marker Particles 63.663s 8.8% ||||||
Update Fluid Objects 0.000s 0.0% |
Output Simulation Data 1.887s 0.3% |
Generate Surface Mesh 119.589s 16.4% ||||||||||

Frame Time: 727.5
Total Time: 161269

 

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So far l have only been able to render up to 149 frames, then l get a cuda out of memory crash. I use both a GTX970 with 4Gb and a GTX1080 with 8Gb, l’ve tried with both and with each cards. Will keep you updated, meanwhile heres a render of the 149 frames

 

 

 

 

 

 

 

OpenExr notes – Tears of Steel – Blender Production notes

Notes:

OpenEXR half float files, in [16-bit] 4096 x 2160 pixels.
Pictures have been shot using the (4k native sensor) fantastic Sony F65 camera.
The raw files were converted with Sony software to OpenEXR, using ACES color.
We then converted these with OpenColorIO to Rec709 “scene linear” which we further used for the movie pipeline.

Source:  Click here   OpenEXR