ohh sorry teh firt one was missing a 0 at the end of its position fixed now.
QUOTE(12Monkey @ 06/17/08, 08:44 PM) [snapback]287170[/snapback]
You side the problem arises when you mix 2 forces such as turbulence. But in max I can attach not just turbulence field, I can attach any number and any kind of field at any frame, and I can play with parameters of any of those field at any frame and see the result almost instantly. eg, 20k particles with 4 or 5 fields at frame 100(particles are emitted from emitter), and I change a parameter of one of those fields may be strengh, then it only take about 1 or 2 secs to update, so iam sure its not a runup.
But yes mayas execution freedom has a slight disadvantage on massive update. Maya was never designed to do things like this in long pipes. And yes the particle system is starting to be quite old by now. It however kicks maxes systems ass for most things any day if not in execution speed but rather freedom of choice.
The problem isnt getting instant feedback, thats easy. but getting the 100% right instant feedback is another thing entirely just cant be done very easily. Maya authors just chose not to make you feel good for getting feedback and wanted you to see the drawback too.*
See even maya could cache the last time step and guesstimate it on changed values, however to run the right piece of information to frame 100 would still mean stepping trough all 100 frames.
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To me, it seems in max every single particle is predefined or expression driven just like the example you provided. It seems like max particle system and maya particle system is totally different thing.
Well if thats the case then you lose about 99% of the entire idea of using particles in first place. Either things are a discrete simulations or they are not. If not then you loose everything you gain by Mayas particle system.
however this doesnt mean max doesnt run it up, i suspect it does (or i know). Maya just doesnt bother to do anything untill the user tells to do so, after all emitting 5000 particles to frame 100 with 2 turbulences and gravity takes about 1-0.5 second on my computer. Maya just choses not to do taxing calculations unless one must. So maya just waits for you to update its state.
It s no big thing to let maya do this automatically. Maya still needs to step those frames tough.
PS: multit threading wouldn't make the 5 hours much faster you'd still be in a 1 hour time frame even on monster 8 proc system. Thats the problem a machine form 2003 isnt significantly slower than a mchine of 2008 atleast not when compared to the machine in 1998. Because therading does not upscale the way we would like.
*this seems to be the difference between maya and max. In max the maximization is on how fuzzy you the user get when using the software. I don't dispute it doesn't make for a wonderful experience. Here maya and houdini have things in common, they dont really care of the users feelings what they care of is how things work. So at the end of the day it is easier to cope with a problem in maya and houdini than in max, because atleast you can work with how things work.