![]() All the code paths being used after the first frame sourcing are GPU enabled. (Yes, ugly, but likely required in general to support simming on a card other than your display card) 4) Uses a plain smokesolver. Displaying in the viewport requires a GPU -> CPU -> GPU round trip. Only one field needs to be pulled from the GPU to CPU each frame. Very useful if you want to scrub and inspect random fields, not so useful if you want maximum speed. Caching requires copying from GPU to CPU *all* the fields every frame. This is why the attached file: 1) Turns off DOPs caching. ![]() Well, you can't have zero copying, or you have nothing useful, but you want to minimize the transfer. Fastest GPU speeds are achieved by avoiding any copying to and from the CPU memory. To really take advantage of the GPU you need more than 64^3 voxels - the big differences show up at large resolutions like 256^3. After you verify it actually runs in OpenCL mode, you can try boosting the resolution. The attached scene defaults at a very low res, 64^3, to ensure it runs. Attached is a good starting point for experimentation. ![]() We removed the Mac support as we had difficulty working with the drivers found in most installs. You need to be on either Linux or Windows. You need have a relatively recent card (Fermi and later) and good drivers. However, like most things involving the GPU, there are some caveats. One of the exciting features in Houdini 12 is Open CL acceleration of fluids.
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