Particle Cache File Research Maya and Softimage

I have spend some days to do lot of simulation/cache file/render tests.
Different cache file types, network and local caching, direct shader and application cache loading.
The test was intented to get some numbers for high-particle count simulations. (whispy smoke, fine detail, small particles without texture...).
I got a bunch of isolated numbers including simulation times, cache write times, compression times, network<>local copy and write times, render time, preprocessing....
I tried to time every step seperately in the pipeline.

As a result I only present a short table with some combined production relevant numbers.


  Parameters used to project the test results to a production environment
     
Scene Sequence SizeThe scene has a length of 500 frames
Simulation time per frame
(no caching)
3s/frame (0.3 FPS simulation speed)
Render time per frame
5 min/frame
Network render caches only
I only present the times for render caches that you store on a fileserver.



  Test Enviroment



  One conclusions first



   XSI 5 mio particles


  Cache Types
     
NameTotal Cache SizeDescriptionAttributes included
None0No cache files used, always re-simulated.
IceFull77 GBDefault XSI cache file, exported with...
1. Simulation environment caching
2. ICE cache node
3. Plot->Geometry cache: (Cannot export ID,
     required for UVW texture coords)
14:
Age, Position, Density, Color, EmitLocation, Force, ID, LocalTime,
Mass, Orientation, Velocity, Scale, Size, SimulatedTimeFraction
IceSmall26 GBXSI cache file with specified parameters, exported with...
1. ICE cache node
2. Plot->Geometry cache: (Cannot export ID,
     required for UVW texture coords)
2:
Position, Color (RGB+A)
Bapt26 GBIceSmall converted into .bapt format. 3:
Position, Color (RGB), Density(A)


  Simulate phase
     
Cache TypeTimes h:mDescription
IceFull4:11cache local + copy files to network
IceFull4:39cache to network
IceSmall1:33cache local + copy files to network
IceSmall1:46cache to network
Bapt2:39cache local + convert files local to network
Bapt3:20cache to network + convert files on network


  Render phase
     
Cache TypeCache loaded byTimes h:mTimes 10 machines h:mMemory usage
(shader and scene particle data only,
no vol shader or other scene data)
Description
None - skip existing-43:285:561815 MBskip existing frames.
None - send in chunks-88:418:521815 MBsend in chunks of 25 frames.
IceFullICE node*47:334:451024 MB
IceSmallICE node*44:194:26750 MB
IceFullGeo shader**44:274:27627 MB
IceSmallGeo shader**43:244:20525 MB
BaptGeo shader**43:214:19524 MB
*: Non-simulated (!!) ICE tree with cache node. Frame input of cache node set to expression 'Fc'.
**: The Geometry shader used was the BA_PT_Loader shader.




  Conclusions




   Maya 2.5 mio particles


  Cache Types
     
NameTotal Cache SizeDescriptionAttributes included
Pdc345 GBDefault Maya cache17:
lifespanPP, finalLifespanPP, emitterId, age, birthTime, particleId, mass,
lastWorldVelocity, worldVelocityInObjectSpace, worldVelocity, lastWorldPosition,
worldPosition, acceleration, lastVelocity, velocity, lastPosition, position.
Bapt27 GBMaya cache converted into .bapt format. 4:
Position, Age, ID, Velocity


  Simulate phase
     
Cache TypeTimes h:mDescription
Pdc10:16cache to network
Pdc5:20cache local + copy files to network
Bapt3:40cache local + convert files local to network


  Render phase
     
Cache TypeTimes h:mTimes 10 machines h:mMemory usage
(shader and scene particle data only,
no vol shader or other scene data)
Pdc43:044:18281 MB
Bapt42:414:16280 MB
*: Non-simulated (!!) ICE tree with cache node. Frame input of cache node set to expression 'Fc'. **: The Geometry shader used was the BA_PT_Loader shader.



  Conclusions



   Follow ups