Re: Multiple objects copy

2017-09-29 Thread Olivier Jeannel
Hahaha ! Turbo mode !

2017-09-29 14:10 GMT+02:00 Oscar Juarez :

> I put your foreach blocks in compiled blocks and it shaved 0.5s :D
>
> On Fri, Sep 29, 2017 at 2:07 PM, Oscar Juarez 
> wrote:
>
>> It is indeed pretty fast, 5.1s including scatter. Without the scatter is
>> 2.0s
>> Very nice Oliver.
>>
>> On Fri, Sep 29, 2017 at 1:44 PM, Olivier Jeannel 
>> wrote:
>>
>>> ok thank you, we have the same scene.
>>> On my old workstation I get a 31 s result, while on my recent laptop I
>>> have 13s.
>>> I tried the "supermulticopy" setup I sent (I replaced the delete nodes
>>> with some blast nodes (grabed 0.5 to 1sec) and on my laptop I'm doing 3.5s
>>> with 350Kpoints for 10 distributed objects (his doesn't include the
>>> scatter, but include  a noise though)
>>>
>>> [image: Images intégrées 1]
>>> So my workstation is good for the bin...
>>>
>>> https://urldefense.proofpoint.com/v2/url?u=https-3A__drive.google.com_open-3Fid-3D0B1QqhXD7Y15qQXJUU1ZPanZTVzQ=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=eNHd35Gvh1Vk8yF9NJEsOEgWA3XnEByRbOmo10j-qGY=OIsFGhKxdHisYpuQF4tY7COo-FuDoOP08EJXi3qStlM=
>>>  
>>> 
>>> Can you give this a test and tell me ?
>>>
>>> 2017-09-29 13:19 GMT+02:00 Oscar Juarez :
>>>
 Sure,

 https://urldefense.proofpoint.com/v2/url?u=https-3A__drive.google.com_file_d_0B74o9B4EjC7BMHY2Y3pUUW5KMjA=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=eNHd35Gvh1Vk8yF9NJEsOEgWA3XnEByRbOmo10j-qGY=OiVGVURq9AGVVYE2inplWhREpGrZUTW1SrzLa-XV3Hk=
  
 /view?usp=sharing
 

 I tried with 350,000 points and 10 packed primitives and took 13s from
 those 2.5s are from the scatter node.

 On Fri, Sep 29, 2017 at 12:35 PM, Olivier Jeannel <
 facialdel...@gmail.com> wrote:

> Can you send me a hip please ?
>
> 2017-09-29 12:32 GMT+02:00 Oscar Juarez :
>
>> I did a simple test with the compiled bock, I'm copying 5 packed
>> primitives to 100,000  points, performance monitor gives me 3.1s on an 
>> i7,
>> 4 core @ 3.6 with HT, I noticed that if you visualize any node inside the
>> compiled block, the cooking time is longer. Also measuring the with
>> compiled blocks on the performance editor should only show the compiled
>> block nodes, it doesn't any node inside of them.
>>
>> On Fri, Sep 29, 2017 at 11:34 AM, Olivier Jeannel <
>> facialdel...@gmail.com> wrote:
>>
>>> We're not talking about "Packed Disk Primitive" right ? just plain
>>> packed prim.
>>> I opened his scene, upped the number of points to 350 000 , opened a
>>> performance Monitor, hit record and turned the blue (display/render) on.
>>> I red 32.4s on the Total Statistic. (it varies a bit, between 34s
>>> and 30s) And this doesn't include the scatter computation.
>>> My machine is a dual xeon of 2013 or 2014 at 2*6 core at 2.3Ghz 64GB
>>> ram. Not the most recent maybe ?
>>> Am I totally off ?
>>>
>>> 2017-09-29 11:25 GMT+02:00 Dan Yargici :
>>>
 I haven't, but I've done other very similar setups with compiled
 foreach block and found the performance to be fantastic.



 On Fri, Sep 29, 2017 at 10:19 AM, Olivier Jeannel <
 facialdel...@gmail.com> wrote:

> Have you tried his setup  ?
> I'm talking about that one :
> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.toadstorm.com_blog_wp-2Dcontent_uploads_2017_09_par=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=eNHd35Gvh1Vk8yF9NJEsOEgWA3XnEByRbOmo10j-qGY=8WhEK8rQFEN0GZ3Ze6qFkfNlkbX0WwTd8QpcBGA3KhQ=
>  
> t8_compiled.png
> 
>
> 2017-09-29 11:12 GMT+02:00 Dan Yargici :
>
>> I'm very 

Re: Multiple objects copy

2017-09-29 Thread Oscar Juarez
I put your foreach blocks in compiled blocks and it shaved 0.5s :D

On Fri, Sep 29, 2017 at 2:07 PM, Oscar Juarez 
wrote:

> It is indeed pretty fast, 5.1s including scatter. Without the scatter is
> 2.0s
> Very nice Oliver.
>
> On Fri, Sep 29, 2017 at 1:44 PM, Olivier Jeannel 
> wrote:
>
>> ok thank you, we have the same scene.
>> On my old workstation I get a 31 s result, while on my recent laptop I
>> have 13s.
>> I tried the "supermulticopy" setup I sent (I replaced the delete nodes
>> with some blast nodes (grabed 0.5 to 1sec) and on my laptop I'm doing 3.5s
>> with 350Kpoints for 10 distributed objects (his doesn't include the
>> scatter, but include  a noise though)
>>
>> [image: Images intégrées 1]
>> So my workstation is good for the bin...
>>
>> https://urldefense.proofpoint.com/v2/url?u=https-3A__drive.google.com_open-3Fid-3D0B1QqhXD7Y15qQXJUU1ZPanZTVzQ=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=TMNrlzNSZ5gmxuDM8X3vzag6hlB2OUM5ffzW__LaZ4g=u3C4j5O4WaJLN7w1oIbt6YWh5ZYzmTsXBHZQCKiuxnM=
>>  
>> 
>> Can you give this a test and tell me ?
>>
>> 2017-09-29 13:19 GMT+02:00 Oscar Juarez :
>>
>>> Sure,
>>>
>>> https://urldefense.proofpoint.com/v2/url?u=https-3A__drive.google.com_file_d_0B74o9B4EjC7BMHY2Y3pUUW5KMjA=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=TMNrlzNSZ5gmxuDM8X3vzag6hlB2OUM5ffzW__LaZ4g=M0aRql2xkK5UaFXckNHKeG2Thr4QDLX0HlfEleFTg-4=
>>>  
>>> /view?usp=sharing
>>> 
>>>
>>> I tried with 350,000 points and 10 packed primitives and took 13s from
>>> those 2.5s are from the scatter node.
>>>
>>> On Fri, Sep 29, 2017 at 12:35 PM, Olivier Jeannel <
>>> facialdel...@gmail.com> wrote:
>>>
 Can you send me a hip please ?

 2017-09-29 12:32 GMT+02:00 Oscar Juarez :

> I did a simple test with the compiled bock, I'm copying 5 packed
> primitives to 100,000  points, performance monitor gives me 3.1s on an i7,
> 4 core @ 3.6 with HT, I noticed that if you visualize any node inside the
> compiled block, the cooking time is longer. Also measuring the with
> compiled blocks on the performance editor should only show the compiled
> block nodes, it doesn't any node inside of them.
>
> On Fri, Sep 29, 2017 at 11:34 AM, Olivier Jeannel <
> facialdel...@gmail.com> wrote:
>
>> We're not talking about "Packed Disk Primitive" right ? just plain
>> packed prim.
>> I opened his scene, upped the number of points to 350 000 , opened a
>> performance Monitor, hit record and turned the blue (display/render) on.
>> I red 32.4s on the Total Statistic. (it varies a bit, between 34s and
>> 30s) And this doesn't include the scatter computation.
>> My machine is a dual xeon of 2013 or 2014 at 2*6 core at 2.3Ghz 64GB
>> ram. Not the most recent maybe ?
>> Am I totally off ?
>>
>> 2017-09-29 11:25 GMT+02:00 Dan Yargici :
>>
>>> I haven't, but I've done other very similar setups with compiled
>>> foreach block and found the performance to be fantastic.
>>>
>>>
>>>
>>> On Fri, Sep 29, 2017 at 10:19 AM, Olivier Jeannel <
>>> facialdel...@gmail.com> wrote:
>>>
 Have you tried his setup  ?
 I'm talking about that one :
 https://urldefense.proofpoint.com/v2/url?u=http-3A__www.toadstorm.com_blog_wp-2Dcontent_uploads_2017_09_par=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=TMNrlzNSZ5gmxuDM8X3vzag6hlB2OUM5ffzW__LaZ4g=Or57S3C12QbCKPqYfiafVQSQRbH5E8cIOog2WTA6UzI=
  
 t8_compiled.png
 

 2017-09-29 11:12 GMT+02:00 Dan Yargici :

> I'm very surprised by this result then!
>
> Unless you're running Houdini on a laptop from 2005 and not
> telling us... :)
>
>
>
> On Fri, Sep 29, 

Re: Multiple objects copy

2017-09-29 Thread Oscar Juarez
It is indeed pretty fast, 5.1s including scatter. Without the scatter is
2.0s
Very nice Oliver.

On Fri, Sep 29, 2017 at 1:44 PM, Olivier Jeannel 
wrote:

> ok thank you, we have the same scene.
> On my old workstation I get a 31 s result, while on my recent laptop I
> have 13s.
> I tried the "supermulticopy" setup I sent (I replaced the delete nodes
> with some blast nodes (grabed 0.5 to 1sec) and on my laptop I'm doing 3.5s
> with 350Kpoints for 10 distributed objects (his doesn't include the
> scatter, but include  a noise though)
>
> [image: Images intégrées 1]
> So my workstation is good for the bin...
>
> https://urldefense.proofpoint.com/v2/url?u=https-3A__drive.google.com_open-3Fid-3D0B1QqhXD7Y15qQXJUU1ZPanZTVzQ=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=JZB4ISB8JIv2DT8Wn5FzQ6aFKZfzy5Tm_OlK-OESR8Q=tP2EmmnXNUiBMhfjScbqXqJXInnKAgZ5Wn9bUs0ZBa0=
>  
> 
> Can you give this a test and tell me ?
>
> 2017-09-29 13:19 GMT+02:00 Oscar Juarez :
>
>> Sure,
>>
>> https://urldefense.proofpoint.com/v2/url?u=https-3A__drive.google.com_file_d_0B74o9B4EjC7BMHY2Y3pUUW5KMjA=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=JZB4ISB8JIv2DT8Wn5FzQ6aFKZfzy5Tm_OlK-OESR8Q=k2a5sjJPW3DBa0iK1FES_bvcUYso4XYw5M3xyMOBH5Y=
>>  
>> /view?usp=sharing
>> 
>>
>> I tried with 350,000 points and 10 packed primitives and took 13s from
>> those 2.5s are from the scatter node.
>>
>> On Fri, Sep 29, 2017 at 12:35 PM, Olivier Jeannel > > wrote:
>>
>>> Can you send me a hip please ?
>>>
>>> 2017-09-29 12:32 GMT+02:00 Oscar Juarez :
>>>
 I did a simple test with the compiled bock, I'm copying 5 packed
 primitives to 100,000  points, performance monitor gives me 3.1s on an i7,
 4 core @ 3.6 with HT, I noticed that if you visualize any node inside the
 compiled block, the cooking time is longer. Also measuring the with
 compiled blocks on the performance editor should only show the compiled
 block nodes, it doesn't any node inside of them.

 On Fri, Sep 29, 2017 at 11:34 AM, Olivier Jeannel <
 facialdel...@gmail.com> wrote:

> We're not talking about "Packed Disk Primitive" right ? just plain
> packed prim.
> I opened his scene, upped the number of points to 350 000 , opened a
> performance Monitor, hit record and turned the blue (display/render) on.
> I red 32.4s on the Total Statistic. (it varies a bit, between 34s and
> 30s) And this doesn't include the scatter computation.
> My machine is a dual xeon of 2013 or 2014 at 2*6 core at 2.3Ghz 64GB
> ram. Not the most recent maybe ?
> Am I totally off ?
>
> 2017-09-29 11:25 GMT+02:00 Dan Yargici :
>
>> I haven't, but I've done other very similar setups with compiled
>> foreach block and found the performance to be fantastic.
>>
>>
>>
>> On Fri, Sep 29, 2017 at 10:19 AM, Olivier Jeannel <
>> facialdel...@gmail.com> wrote:
>>
>>> Have you tried his setup  ?
>>> I'm talking about that one :
>>> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.toadstorm.com_blog_wp-2Dcontent_uploads_2017_09_par=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=JZB4ISB8JIv2DT8Wn5FzQ6aFKZfzy5Tm_OlK-OESR8Q=ycW838WMBr_hEN4esw3Ctj0WJftLCzR3wR_EP9aHDIE=
>>>  
>>> t8_compiled.png
>>> 
>>>
>>> 2017-09-29 11:12 GMT+02:00 Dan Yargici :
>>>
 I'm very surprised by this result then!

 Unless you're running Houdini on a laptop from 2005 and not telling
 us... :)



 On Fri, Sep 29, 2017 at 9:46 AM, Olivier Jeannel <
 facialdel...@gmail.com> wrote:

> Yes I did remember :D
>
> 2017-09-29 10:25 GMT+02:00 Dan Yargici :
>
>> Did you remember to tick 

Re: Multiple objects copy

2017-09-29 Thread Olivier Jeannel
ok thank you, we have the same scene.
On my old workstation I get a 31 s result, while on my recent laptop I have
13s.
I tried the "supermulticopy" setup I sent (I replaced the delete nodes with
some blast nodes (grabed 0.5 to 1sec) and on my laptop I'm doing 3.5s with
350Kpoints for 10 distributed objects (his doesn't include the scatter, but
include  a noise though)

[image: Images intégrées 1]
So my workstation is good for the bin...

https://urldefense.proofpoint.com/v2/url?u=https-3A__drive.google.com_open-3Fid-3D0B1QqhXD7Y15qQXJUU1ZPanZTVzQ=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=JX6lhiLs1fmGaYTrdrfVHdwXgRRiZ1J5CtYJ3LBxKco=fFKFtGtNC7YljZwevtL8BOMXewstFDBOvoIcXNNEBqI=
 
Can you give this a test and tell me ?

2017-09-29 13:19 GMT+02:00 Oscar Juarez :

> Sure,
>
> https://urldefense.proofpoint.com/v2/url?u=https-3A__drive.google.com_file_d_0B74o9B4EjC7BMHY2Y3pUUW5KMjA_=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=JX6lhiLs1fmGaYTrdrfVHdwXgRRiZ1J5CtYJ3LBxKco=FMt5prDXAGGnEVrFjMJhoXo1ecEs4-sW0iNMfABqW10=
>  
> view?usp=sharing
> 
>
> I tried with 350,000 points and 10 packed primitives and took 13s from
> those 2.5s are from the scatter node.
>
> On Fri, Sep 29, 2017 at 12:35 PM, Olivier Jeannel 
> wrote:
>
>> Can you send me a hip please ?
>>
>> 2017-09-29 12:32 GMT+02:00 Oscar Juarez :
>>
>>> I did a simple test with the compiled bock, I'm copying 5 packed
>>> primitives to 100,000  points, performance monitor gives me 3.1s on an i7,
>>> 4 core @ 3.6 with HT, I noticed that if you visualize any node inside the
>>> compiled block, the cooking time is longer. Also measuring the with
>>> compiled blocks on the performance editor should only show the compiled
>>> block nodes, it doesn't any node inside of them.
>>>
>>> On Fri, Sep 29, 2017 at 11:34 AM, Olivier Jeannel <
>>> facialdel...@gmail.com> wrote:
>>>
 We're not talking about "Packed Disk Primitive" right ? just plain
 packed prim.
 I opened his scene, upped the number of points to 350 000 , opened a
 performance Monitor, hit record and turned the blue (display/render) on.
 I red 32.4s on the Total Statistic. (it varies a bit, between 34s and
 30s) And this doesn't include the scatter computation.
 My machine is a dual xeon of 2013 or 2014 at 2*6 core at 2.3Ghz 64GB
 ram. Not the most recent maybe ?
 Am I totally off ?

 2017-09-29 11:25 GMT+02:00 Dan Yargici :

> I haven't, but I've done other very similar setups with compiled
> foreach block and found the performance to be fantastic.
>
>
>
> On Fri, Sep 29, 2017 at 10:19 AM, Olivier Jeannel <
> facialdel...@gmail.com> wrote:
>
>> Have you tried his setup  ?
>> I'm talking about that one :
>> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.toadstorm.com_blog_wp-2Dcontent_uploads_2017_09_par=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=JX6lhiLs1fmGaYTrdrfVHdwXgRRiZ1J5CtYJ3LBxKco=7EiQ2B9eQFDlsYSJoyUVpGyFUvTsauVIZSvhhyrXv_0=
>>  
>> t8_compiled.png
>> 
>>
>> 2017-09-29 11:12 GMT+02:00 Dan Yargici :
>>
>>> I'm very surprised by this result then!
>>>
>>> Unless you're running Houdini on a laptop from 2005 and not telling
>>> us... :)
>>>
>>>
>>>
>>> On Fri, Sep 29, 2017 at 9:46 AM, Olivier Jeannel <
>>> facialdel...@gmail.com> wrote:
>>>
 Yes I did remember :D

 2017-09-29 10:25 GMT+02:00 Dan Yargici :

> Did you remember to tick "Multihread when compiled" on your
> foreach_end?
>
>
> On Fri, Sep 29, 2017 at 8:38 AM, Olivier Jeannel <
> facialdel...@gmail.com> wrote:
>
>> Mmm, unless I made a mistake replicating his copy + switch +
>> compile, I'm getting a rough 33s to copy 10 object other 35 
>> points.
>>
>> 2017-09-29 8:34 GMT+02:00 Olivier Jeannel > >:
>>
>>> Nice read. I'll try to replicate the last setup to compare specs.
>>> I really wonder how 

Re: Multiple objects copy

2017-09-29 Thread Oscar Juarez
Sure,

https://urldefense.proofpoint.com/v2/url?u=https-3A__drive.google.com_file_d_0B74o9B4EjC7BMHY2Y3pUUW5KMjA_view-3Fusp-3Dsharing=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=jmYIeQXgCXNWPsmCj8psdVkxX5vSoNXSs59HY81EUzI=j4K5381ujrWpy_B6v9M9ynYwgFwuhyA6Jag_3nGqmno=
 

I tried with 350,000 points and 10 packed primitives and took 13s from
those 2.5s are from the scatter node.

On Fri, Sep 29, 2017 at 12:35 PM, Olivier Jeannel 
wrote:

> Can you send me a hip please ?
>
> 2017-09-29 12:32 GMT+02:00 Oscar Juarez :
>
>> I did a simple test with the compiled bock, I'm copying 5 packed
>> primitives to 100,000  points, performance monitor gives me 3.1s on an i7,
>> 4 core @ 3.6 with HT, I noticed that if you visualize any node inside the
>> compiled block, the cooking time is longer. Also measuring the with
>> compiled blocks on the performance editor should only show the compiled
>> block nodes, it doesn't any node inside of them.
>>
>> On Fri, Sep 29, 2017 at 11:34 AM, Olivier Jeannel > > wrote:
>>
>>> We're not talking about "Packed Disk Primitive" right ? just plain
>>> packed prim.
>>> I opened his scene, upped the number of points to 350 000 , opened a
>>> performance Monitor, hit record and turned the blue (display/render) on.
>>> I red 32.4s on the Total Statistic. (it varies a bit, between 34s and
>>> 30s) And this doesn't include the scatter computation.
>>> My machine is a dual xeon of 2013 or 2014 at 2*6 core at 2.3Ghz 64GB
>>> ram. Not the most recent maybe ?
>>> Am I totally off ?
>>>
>>> 2017-09-29 11:25 GMT+02:00 Dan Yargici :
>>>
 I haven't, but I've done other very similar setups with compiled
 foreach block and found the performance to be fantastic.



 On Fri, Sep 29, 2017 at 10:19 AM, Olivier Jeannel <
 facialdel...@gmail.com> wrote:

> Have you tried his setup  ?
> I'm talking about that one :
> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.toadstorm.com_blog_wp-2Dcontent_uploads_2017_09_par=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=jmYIeQXgCXNWPsmCj8psdVkxX5vSoNXSs59HY81EUzI=tiDNJ30gf3Pwzs3E3uNIUFwEXyqCsTp2ME0yYU74_Lo=
>  
> t8_compiled.png
> 
>
> 2017-09-29 11:12 GMT+02:00 Dan Yargici :
>
>> I'm very surprised by this result then!
>>
>> Unless you're running Houdini on a laptop from 2005 and not telling
>> us... :)
>>
>>
>>
>> On Fri, Sep 29, 2017 at 9:46 AM, Olivier Jeannel <
>> facialdel...@gmail.com> wrote:
>>
>>> Yes I did remember :D
>>>
>>> 2017-09-29 10:25 GMT+02:00 Dan Yargici :
>>>
 Did you remember to tick "Multihread when compiled" on your
 foreach_end?


 On Fri, Sep 29, 2017 at 8:38 AM, Olivier Jeannel <
 facialdel...@gmail.com> wrote:

> Mmm, unless I made a mistake replicating his copy + switch +
> compile, I'm getting a rough 33s to copy 10 object other 35 
> points.
>
> 2017-09-29 8:34 GMT+02:00 Olivier Jeannel 
> :
>
>> Nice read. I'll try to replicate the last setup to compare specs.
>> I really wonder how much a compile block speeds up the
>> computation.
>>
>>
>> On Thursday, September 28, 2017, Jonathan Moore <
>> jonathan.moo...@gmail.com> wrote:
>>
>>> Just came across this great blog post from Toadstorm entitled "A
>>> Long-Winded Guide to Houdini Instancing" I'd label it "everything 
>>> you
>>> wanted to know about Houdini instancing but were afraid to ask!" 
>>> myself.
>>> It's a damn fine read, and great for those just starting out in 
>>> Houdini too.
>>>
>>> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.toadstorm.com_blog_-3Fp-3D493=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=jmYIeQXgCXNWPsmCj8psdVkxX5vSoNXSs59HY81EUzI=v8GmTRFums-tqb5nJehMS-nmRNjR9UlmaLeAuUlrm58=
>>>  
>>> 
>>>
>>> Enjoy.
>>>
>>>
>>> On 25 September 2017 at 

Re: Multiple objects copy

2017-09-29 Thread Olivier Jeannel
Can you send me a hip please ?

2017-09-29 12:32 GMT+02:00 Oscar Juarez :

> I did a simple test with the compiled bock, I'm copying 5 packed
> primitives to 100,000  points, performance monitor gives me 3.1s on an i7,
> 4 core @ 3.6 with HT, I noticed that if you visualize any node inside the
> compiled block, the cooking time is longer. Also measuring the with
> compiled blocks on the performance editor should only show the compiled
> block nodes, it doesn't any node inside of them.
>
> On Fri, Sep 29, 2017 at 11:34 AM, Olivier Jeannel 
> wrote:
>
>> We're not talking about "Packed Disk Primitive" right ? just plain packed
>> prim.
>> I opened his scene, upped the number of points to 350 000 , opened a
>> performance Monitor, hit record and turned the blue (display/render) on.
>> I red 32.4s on the Total Statistic. (it varies a bit, between 34s and
>> 30s) And this doesn't include the scatter computation.
>> My machine is a dual xeon of 2013 or 2014 at 2*6 core at 2.3Ghz 64GB ram.
>> Not the most recent maybe ?
>> Am I totally off ?
>>
>> 2017-09-29 11:25 GMT+02:00 Dan Yargici :
>>
>>> I haven't, but I've done other very similar setups with compiled foreach
>>> block and found the performance to be fantastic.
>>>
>>>
>>>
>>> On Fri, Sep 29, 2017 at 10:19 AM, Olivier Jeannel <
>>> facialdel...@gmail.com> wrote:
>>>
 Have you tried his setup  ?
 I'm talking about that one :
 https://urldefense.proofpoint.com/v2/url?u=http-3A__www.toadstorm.com_blog_wp-2Dcontent_uploads_2017_09_par=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=NN196aJjJvpayy1DbgBKOjWBtyAxmsKTXHZgst-nWhM=DRtNCrYEJVFXWSieHwGE1e_kNcBEY5QmBEnEHRYL5JY=
  
 t8_compiled.png
 

 2017-09-29 11:12 GMT+02:00 Dan Yargici :

> I'm very surprised by this result then!
>
> Unless you're running Houdini on a laptop from 2005 and not telling
> us... :)
>
>
>
> On Fri, Sep 29, 2017 at 9:46 AM, Olivier Jeannel <
> facialdel...@gmail.com> wrote:
>
>> Yes I did remember :D
>>
>> 2017-09-29 10:25 GMT+02:00 Dan Yargici :
>>
>>> Did you remember to tick "Multihread when compiled" on your
>>> foreach_end?
>>>
>>>
>>> On Fri, Sep 29, 2017 at 8:38 AM, Olivier Jeannel <
>>> facialdel...@gmail.com> wrote:
>>>
 Mmm, unless I made a mistake replicating his copy + switch +
 compile, I'm getting a rough 33s to copy 10 object other 35 points.

 2017-09-29 8:34 GMT+02:00 Olivier Jeannel :

> Nice read. I'll try to replicate the last setup to compare specs.
> I really wonder how much a compile block speeds up the computation.
>
>
> On Thursday, September 28, 2017, Jonathan Moore <
> jonathan.moo...@gmail.com> wrote:
>
>> Just came across this great blog post from Toadstorm entitled "A
>> Long-Winded Guide to Houdini Instancing" I'd label it "everything you
>> wanted to know about Houdini instancing but were afraid to ask!" 
>> myself.
>> It's a damn fine read, and great for those just starting out in 
>> Houdini too.
>>
>> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.toadstorm.com_blog_-3Fp-3D493=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=NN196aJjJvpayy1DbgBKOjWBtyAxmsKTXHZgst-nWhM=pGnx_Vn3NQz_fvhvccPN1JDtvoLqxtxMyYEOHXvje9Q=
>>  
>> 
>>
>> Enjoy.
>>
>>
>> On 25 September 2017 at 16:22, Olivier Jeannel <
>> facialdel...@gmail.com> wrote:
>>
>>> Kind of rooky question that I already asked but...
>>>
>>> So I have that "problem" with the copy sop (copy to point,
>>> whatever) when I have to do a copy with multiple input objects.
>>> It was something really easy within ice with high performances.
>>>
>>> I watched the sidefx tutorial, and so far I undertstood they
>>> deprecated the stamp method for a copy within a loop.It's rather 
>>> slow.
>>>
>>> I also saw a method where it copies all the multiple objects on
>>> 

Re: Multiple objects copy

2017-09-29 Thread Oscar Juarez
I did a simple test with the compiled bock, I'm copying 5 packed primitives
to 100,000  points, performance monitor gives me 3.1s on an i7, 4 core @
3.6 with HT, I noticed that if you visualize any node inside the compiled
block, the cooking time is longer. Also measuring the with compiled blocks
on the performance editor should only show the compiled block nodes, it
doesn't any node inside of them.

On Fri, Sep 29, 2017 at 11:34 AM, Olivier Jeannel 
wrote:

> We're not talking about "Packed Disk Primitive" right ? just plain packed
> prim.
> I opened his scene, upped the number of points to 350 000 , opened a
> performance Monitor, hit record and turned the blue (display/render) on.
> I red 32.4s on the Total Statistic. (it varies a bit, between 34s and 30s)
> And this doesn't include the scatter computation.
> My machine is a dual xeon of 2013 or 2014 at 2*6 core at 2.3Ghz 64GB ram.
> Not the most recent maybe ?
> Am I totally off ?
>
> 2017-09-29 11:25 GMT+02:00 Dan Yargici :
>
>> I haven't, but I've done other very similar setups with compiled foreach
>> block and found the performance to be fantastic.
>>
>>
>>
>> On Fri, Sep 29, 2017 at 10:19 AM, Olivier Jeannel > > wrote:
>>
>>> Have you tried his setup  ?
>>> I'm talking about that one :
>>> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.toadstorm.com_blog_wp-2Dcontent_uploads_2017_09_par=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=AXeT7qlVXjyaCTUsZjNxb5JeWbUrW4w9IJmPDRj2A3w=XxkiJ1uozp9qDGqDps3_767qR9iaUAcdaNGPLwnRUD8=
>>>  
>>> t8_compiled.png
>>> 
>>>
>>> 2017-09-29 11:12 GMT+02:00 Dan Yargici :
>>>
 I'm very surprised by this result then!

 Unless you're running Houdini on a laptop from 2005 and not telling
 us... :)



 On Fri, Sep 29, 2017 at 9:46 AM, Olivier Jeannel <
 facialdel...@gmail.com> wrote:

> Yes I did remember :D
>
> 2017-09-29 10:25 GMT+02:00 Dan Yargici :
>
>> Did you remember to tick "Multihread when compiled" on your
>> foreach_end?
>>
>>
>> On Fri, Sep 29, 2017 at 8:38 AM, Olivier Jeannel <
>> facialdel...@gmail.com> wrote:
>>
>>> Mmm, unless I made a mistake replicating his copy + switch +
>>> compile, I'm getting a rough 33s to copy 10 object other 35 points.
>>>
>>> 2017-09-29 8:34 GMT+02:00 Olivier Jeannel :
>>>
 Nice read. I'll try to replicate the last setup to compare specs.
 I really wonder how much a compile block speeds up the computation.


 On Thursday, September 28, 2017, Jonathan Moore <
 jonathan.moo...@gmail.com> wrote:

> Just came across this great blog post from Toadstorm entitled "A
> Long-Winded Guide to Houdini Instancing" I'd label it "everything you
> wanted to know about Houdini instancing but were afraid to ask!" 
> myself.
> It's a damn fine read, and great for those just starting out in 
> Houdini too.
>
> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.toadstorm.com_blog_-3Fp-3D493=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=AXeT7qlVXjyaCTUsZjNxb5JeWbUrW4w9IJmPDRj2A3w=jGFN8cWg9wLvCcbTCny2kt2aqAPT4fYet89f17EJfjA=
>  
> 
>
> Enjoy.
>
>
> On 25 September 2017 at 16:22, Olivier Jeannel <
> facialdel...@gmail.com> wrote:
>
>> Kind of rooky question that I already asked but...
>>
>> So I have that "problem" with the copy sop (copy to point,
>> whatever) when I have to do a copy with multiple input objects.
>> It was something really easy within ice with high performances.
>>
>> I watched the sidefx tutorial, and so far I undertstood they
>> deprecated the stamp method for a copy within a loop.It's rather 
>> slow.
>>
>> I also saw a method where it copies all the multiple objects on
>> each point and then delete according to the ptnum the undesired 
>> copies. it
>> gets very slow when you have many different objects to copy and it 
>> eats
>> memory.
>>

Re: Multiple objects copy

2017-09-29 Thread Olivier Jeannel
We're not talking about "Packed Disk Primitive" right ? just plain packed
prim.
I opened his scene, upped the number of points to 350 000 , opened a
performance Monitor, hit record and turned the blue (display/render) on.
I red 32.4s on the Total Statistic. (it varies a bit, between 34s and 30s)
And this doesn't include the scatter computation.
My machine is a dual xeon of 2013 or 2014 at 2*6 core at 2.3Ghz 64GB ram.
Not the most recent maybe ?
Am I totally off ?

2017-09-29 11:25 GMT+02:00 Dan Yargici :

> I haven't, but I've done other very similar setups with compiled foreach
> block and found the performance to be fantastic.
>
>
>
> On Fri, Sep 29, 2017 at 10:19 AM, Olivier Jeannel 
> wrote:
>
>> Have you tried his setup  ?
>> I'm talking about that one :
>> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.toadstorm.com_blog_wp-2Dcontent_uploads_2017_09_par=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=NOnzAdIgnW86sjksmWR0wfGTSz7NyIWX-Zwf5Wzq4mY=iPMxR2P60vf3Zw_eDf79xwHd4_v8SpqLd4poYqHawpI=
>>  
>> t8_compiled.png
>> 
>>
>> 2017-09-29 11:12 GMT+02:00 Dan Yargici :
>>
>>> I'm very surprised by this result then!
>>>
>>> Unless you're running Houdini on a laptop from 2005 and not telling
>>> us... :)
>>>
>>>
>>>
>>> On Fri, Sep 29, 2017 at 9:46 AM, Olivier Jeannel >> > wrote:
>>>
 Yes I did remember :D

 2017-09-29 10:25 GMT+02:00 Dan Yargici :

> Did you remember to tick "Multihread when compiled" on your
> foreach_end?
>
>
> On Fri, Sep 29, 2017 at 8:38 AM, Olivier Jeannel <
> facialdel...@gmail.com> wrote:
>
>> Mmm, unless I made a mistake replicating his copy + switch + compile,
>> I'm getting a rough 33s to copy 10 object other 35 points.
>>
>> 2017-09-29 8:34 GMT+02:00 Olivier Jeannel :
>>
>>> Nice read. I'll try to replicate the last setup to compare specs.
>>> I really wonder how much a compile block speeds up the computation.
>>>
>>>
>>> On Thursday, September 28, 2017, Jonathan Moore <
>>> jonathan.moo...@gmail.com> wrote:
>>>
 Just came across this great blog post from Toadstorm entitled "A
 Long-Winded Guide to Houdini Instancing" I'd label it "everything you
 wanted to know about Houdini instancing but were afraid to ask!" 
 myself.
 It's a damn fine read, and great for those just starting out in 
 Houdini too.

 https://urldefense.proofpoint.com/v2/url?u=http-3A__www.toadstorm.com_blog_-3Fp-3D493=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=NOnzAdIgnW86sjksmWR0wfGTSz7NyIWX-Zwf5Wzq4mY=OFfXRNQAhxtAnJ1nEuJonNafa4YP62EhdrMk-e4K8ic=
  
 

 Enjoy.


 On 25 September 2017 at 16:22, Olivier Jeannel <
 facialdel...@gmail.com> wrote:

> Kind of rooky question that I already asked but...
>
> So I have that "problem" with the copy sop (copy to point,
> whatever) when I have to do a copy with multiple input objects.
> It was something really easy within ice with high performances.
>
> I watched the sidefx tutorial, and so far I undertstood they
> deprecated the stamp method for a copy within a loop.It's rather slow.
>
> I also saw a method where it copies all the multiple objects on
> each point and then delete according to the ptnum the undesired 
> copies. it
> gets very slow when you have many different objects to copy and it 
> eats
> memory.
>
> So I made my "own" method
> The scenario was
> working with packed
> 10 different objects(platonic, torus, sphere, etc)
> I have some scattered point
> I have a noise (float) on the scattered points
> I want to distribute my 10 objects according to the values of that
> noise
>
> so I divided my noise in 10 zones (based on grey float values)
> I counted howmany of each object there was per zone(@numbperzone)
> I copied each object the good amount
> I placed each copy at its corresponding 

Re: Multiple objects copy

2017-09-29 Thread Dan Yargici
I haven't, but I've done other very similar setups with compiled foreach
block and found the performance to be fantastic.



On Fri, Sep 29, 2017 at 10:19 AM, Olivier Jeannel 
wrote:

> Have you tried his setup  ?
> I'm talking about that one :
> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.toadstorm.com_blog_wp-2Dcontent_uploads_2017_09_=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=gDHl3OSSwW6TMLnKhZEV2fB7oQcfqz8R-gXFxo_4PTY=4JnyygYKoY7C3KNCXTG5CxNIOoy8lWJSlBxNrZ-BBtk=
>  
> part8_compiled.png
> 
>
> 2017-09-29 11:12 GMT+02:00 Dan Yargici :
>
>> I'm very surprised by this result then!
>>
>> Unless you're running Houdini on a laptop from 2005 and not telling us...
>> :)
>>
>>
>>
>> On Fri, Sep 29, 2017 at 9:46 AM, Olivier Jeannel 
>> wrote:
>>
>>> Yes I did remember :D
>>>
>>> 2017-09-29 10:25 GMT+02:00 Dan Yargici :
>>>
 Did you remember to tick "Multihread when compiled" on your foreach_end?


 On Fri, Sep 29, 2017 at 8:38 AM, Olivier Jeannel <
 facialdel...@gmail.com> wrote:

> Mmm, unless I made a mistake replicating his copy + switch + compile,
> I'm getting a rough 33s to copy 10 object other 35 points.
>
> 2017-09-29 8:34 GMT+02:00 Olivier Jeannel :
>
>> Nice read. I'll try to replicate the last setup to compare specs.
>> I really wonder how much a compile block speeds up the computation.
>>
>>
>> On Thursday, September 28, 2017, Jonathan Moore <
>> jonathan.moo...@gmail.com> wrote:
>>
>>> Just came across this great blog post from Toadstorm entitled "A
>>> Long-Winded Guide to Houdini Instancing" I'd label it "everything you
>>> wanted to know about Houdini instancing but were afraid to ask!" myself.
>>> It's a damn fine read, and great for those just starting out in Houdini 
>>> too.
>>>
>>> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.toadstorm.com_blog_-3Fp-3D493=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=gDHl3OSSwW6TMLnKhZEV2fB7oQcfqz8R-gXFxo_4PTY=PMhhA1d6CIexPs521SJf0GzO9d2B20_jXXVx9tifYQg=
>>>  
>>> 
>>>
>>> Enjoy.
>>>
>>>
>>> On 25 September 2017 at 16:22, Olivier Jeannel <
>>> facialdel...@gmail.com> wrote:
>>>
 Kind of rooky question that I already asked but...

 So I have that "problem" with the copy sop (copy to point,
 whatever) when I have to do a copy with multiple input objects.
 It was something really easy within ice with high performances.

 I watched the sidefx tutorial, and so far I undertstood they
 deprecated the stamp method for a copy within a loop.It's rather slow.

 I also saw a method where it copies all the multiple objects on
 each point and then delete according to the ptnum the undesired 
 copies. it
 gets very slow when you have many different objects to copy and it eats
 memory.

 So I made my "own" method
 The scenario was
 working with packed
 10 different objects(platonic, torus, sphere, etc)
 I have some scattered point
 I have a noise (float) on the scattered points
 I want to distribute my 10 objects according to the values of that
 noise

 so I divided my noise in 10 zones (based on grey float values)
 I counted howmany of each object there was per zone(@numbperzone)
 I copied each object the good amount
 I placed each copy at its corresponding scattered point

 et voilà

 now for 10 objects distributed on 35 points it takes under 10s.
 https://urldefense.proofpoint.com/v2/url?u=https-3A__drive.google.com_open-3Fid-3D0B1QqhXD7Y15qVnBqMVhKeWl0dnc=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=gDHl3OSSwW6TMLnKhZEV2fB7oQcfqz8R-gXFxo_4PTY=EN4L7PA3FThiZuilugrCUatxyOETHG4-qgZdgpVvu_M=
  
 

Re: Multiple objects copy

2017-09-29 Thread Olivier Jeannel
Have you tried his setup  ?
I'm talking about that one :
https://urldefense.proofpoint.com/v2/url?u=http-3A__www.toadstorm.com_blog_wp-2Dcontent_uploads_2017_09_part8-5Fcompiled.png=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=X3jUNTpd_yay0EWyazkRT8iIUdx9ddwwjFHRFeLYZ40=n_3UBEFLkytkZJbe3GWp_KDLcZF62K46L26sRotCYY0=
 

2017-09-29 11:12 GMT+02:00 Dan Yargici :

> I'm very surprised by this result then!
>
> Unless you're running Houdini on a laptop from 2005 and not telling us...
> :)
>
>
>
> On Fri, Sep 29, 2017 at 9:46 AM, Olivier Jeannel 
> wrote:
>
>> Yes I did remember :D
>>
>> 2017-09-29 10:25 GMT+02:00 Dan Yargici :
>>
>>> Did you remember to tick "Multihread when compiled" on your foreach_end?
>>>
>>>
>>> On Fri, Sep 29, 2017 at 8:38 AM, Olivier Jeannel >> > wrote:
>>>
 Mmm, unless I made a mistake replicating his copy + switch + compile,
 I'm getting a rough 33s to copy 10 object other 35 points.

 2017-09-29 8:34 GMT+02:00 Olivier Jeannel :

> Nice read. I'll try to replicate the last setup to compare specs.
> I really wonder how much a compile block speeds up the computation.
>
>
> On Thursday, September 28, 2017, Jonathan Moore <
> jonathan.moo...@gmail.com> wrote:
>
>> Just came across this great blog post from Toadstorm entitled "A
>> Long-Winded Guide to Houdini Instancing" I'd label it "everything you
>> wanted to know about Houdini instancing but were afraid to ask!" myself.
>> It's a damn fine read, and great for those just starting out in Houdini 
>> too.
>>
>> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.toadstorm.com_blog_-3Fp-3D493=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=X3jUNTpd_yay0EWyazkRT8iIUdx9ddwwjFHRFeLYZ40=5ThPYMWM_KvUEuBXl84beCi8IBP17PHrKKsu7bTTGs0=
>>  
>> 
>>
>> Enjoy.
>>
>>
>> On 25 September 2017 at 16:22, Olivier Jeannel <
>> facialdel...@gmail.com> wrote:
>>
>>> Kind of rooky question that I already asked but...
>>>
>>> So I have that "problem" with the copy sop (copy to point, whatever)
>>> when I have to do a copy with multiple input objects.
>>> It was something really easy within ice with high performances.
>>>
>>> I watched the sidefx tutorial, and so far I undertstood they
>>> deprecated the stamp method for a copy within a loop.It's rather slow.
>>>
>>> I also saw a method where it copies all the multiple objects on each
>>> point and then delete according to the ptnum the undesired copies. it 
>>> gets
>>> very slow when you have many different objects to copy and it eats 
>>> memory.
>>>
>>> So I made my "own" method
>>> The scenario was
>>> working with packed
>>> 10 different objects(platonic, torus, sphere, etc)
>>> I have some scattered point
>>> I have a noise (float) on the scattered points
>>> I want to distribute my 10 objects according to the values of that
>>> noise
>>>
>>> so I divided my noise in 10 zones (based on grey float values)
>>> I counted howmany of each object there was per zone(@numbperzone)
>>> I copied each object the good amount
>>> I placed each copy at its corresponding scattered point
>>>
>>> et voilà
>>>
>>> now for 10 objects distributed on 35 points it takes under 10s.
>>> https://urldefense.proofpoint.com/v2/url?u=https-3A__drive.google.com_open-3Fid-3D0B1QqhXD7Y15qVnBqMVhKeWl0dnc=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=X3jUNTpd_yay0EWyazkRT8iIUdx9ddwwjFHRFeLYZ40=TQRJclMChKDUPrJxEEfTxR1xQITA1vm7aJMUOwCOpcs=
>>>  
>>> 
>>>
>>> That's my best method for now, but I have now idea if it's worth
>>> something.
>>>
>>> So how do you guys usually do ?
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.aut
>>> odesk.com with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>

 --
 Softimage Mailing List.
 To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
 with "unsubscribe" in the 

Re: Multiple objects copy

2017-09-29 Thread Dan Yargici
I'm very surprised by this result then!

Unless you're running Houdini on a laptop from 2005 and not telling us... :)



On Fri, Sep 29, 2017 at 9:46 AM, Olivier Jeannel 
wrote:

> Yes I did remember :D
>
> 2017-09-29 10:25 GMT+02:00 Dan Yargici :
>
>> Did you remember to tick "Multihread when compiled" on your foreach_end?
>>
>>
>> On Fri, Sep 29, 2017 at 8:38 AM, Olivier Jeannel 
>> wrote:
>>
>>> Mmm, unless I made a mistake replicating his copy + switch + compile,
>>> I'm getting a rough 33s to copy 10 object other 35 points.
>>>
>>> 2017-09-29 8:34 GMT+02:00 Olivier Jeannel :
>>>
 Nice read. I'll try to replicate the last setup to compare specs.
 I really wonder how much a compile block speeds up the computation.


 On Thursday, September 28, 2017, Jonathan Moore <
 jonathan.moo...@gmail.com> wrote:

> Just came across this great blog post from Toadstorm entitled "A
> Long-Winded Guide to Houdini Instancing" I'd label it "everything you
> wanted to know about Houdini instancing but were afraid to ask!" myself.
> It's a damn fine read, and great for those just starting out in Houdini 
> too.
>
> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.toadstorm.com_blog_-3Fp-3D493=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=Q7EaqzC1mCtHh7uEnE59tVEVThTtRO0Y483E6n4_4ps=aIlIQubUj6ooUVE7BdAp4r09Ez7idS4Co8byhkTIiD0=
>  
> 
>
> Enjoy.
>
>
> On 25 September 2017 at 16:22, Olivier Jeannel  > wrote:
>
>> Kind of rooky question that I already asked but...
>>
>> So I have that "problem" with the copy sop (copy to point, whatever)
>> when I have to do a copy with multiple input objects.
>> It was something really easy within ice with high performances.
>>
>> I watched the sidefx tutorial, and so far I undertstood they
>> deprecated the stamp method for a copy within a loop.It's rather slow.
>>
>> I also saw a method where it copies all the multiple objects on each
>> point and then delete according to the ptnum the undesired copies. it 
>> gets
>> very slow when you have many different objects to copy and it eats 
>> memory.
>>
>> So I made my "own" method
>> The scenario was
>> working with packed
>> 10 different objects(platonic, torus, sphere, etc)
>> I have some scattered point
>> I have a noise (float) on the scattered points
>> I want to distribute my 10 objects according to the values of that
>> noise
>>
>> so I divided my noise in 10 zones (based on grey float values)
>> I counted howmany of each object there was per zone(@numbperzone)
>> I copied each object the good amount
>> I placed each copy at its corresponding scattered point
>>
>> et voilà
>>
>> now for 10 objects distributed on 35 points it takes under 10s.
>> https://urldefense.proofpoint.com/v2/url?u=https-3A__drive.google.com_open-3Fid-3D0B1QqhXD7Y15qVnBqMVhKeWl0dnc=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=Q7EaqzC1mCtHh7uEnE59tVEVThTtRO0Y483E6n4_4ps=NarCs_LJ-dKi6defLnnwpfNai4ofmYzcNMEW961Hw7s=
>>  
>> 
>>
>> That's my best method for now, but I have now idea if it's worth
>> something.
>>
>> So how do you guys usually do ?
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.aut
>> odesk.com with "unsubscribe" in the subject, and reply to confirm.
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>
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Re: Multiple objects copy

2017-09-29 Thread Olivier Jeannel
Yes I did remember :D

2017-09-29 10:25 GMT+02:00 Dan Yargici :

> Did you remember to tick "Multihread when compiled" on your foreach_end?
>
>
> On Fri, Sep 29, 2017 at 8:38 AM, Olivier Jeannel 
> wrote:
>
>> Mmm, unless I made a mistake replicating his copy + switch + compile, I'm
>> getting a rough 33s to copy 10 object other 35 points.
>>
>> 2017-09-29 8:34 GMT+02:00 Olivier Jeannel :
>>
>>> Nice read. I'll try to replicate the last setup to compare specs.
>>> I really wonder how much a compile block speeds up the computation.
>>>
>>>
>>> On Thursday, September 28, 2017, Jonathan Moore <
>>> jonathan.moo...@gmail.com> wrote:
>>>
 Just came across this great blog post from Toadstorm entitled "A
 Long-Winded Guide to Houdini Instancing" I'd label it "everything you
 wanted to know about Houdini instancing but were afraid to ask!" myself.
 It's a damn fine read, and great for those just starting out in Houdini 
 too.

 https://urldefense.proofpoint.com/v2/url?u=http-3A__www.toadstorm.com_blog_-3Fp-3D493=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=pHW5vSGT0CouA7IbuxpYOxNXMg1-dQQg6Vpv-XC3aGQ=Bpoyf-q6AUFbF6OHNd-rWIF0HCyKy384tb_c-MFWoaI=
  
 

 Enjoy.


 On 25 September 2017 at 16:22, Olivier Jeannel 
 wrote:

> Kind of rooky question that I already asked but...
>
> So I have that "problem" with the copy sop (copy to point, whatever)
> when I have to do a copy with multiple input objects.
> It was something really easy within ice with high performances.
>
> I watched the sidefx tutorial, and so far I undertstood they
> deprecated the stamp method for a copy within a loop.It's rather slow.
>
> I also saw a method where it copies all the multiple objects on each
> point and then delete according to the ptnum the undesired copies. it gets
> very slow when you have many different objects to copy and it eats memory.
>
> So I made my "own" method
> The scenario was
> working with packed
> 10 different objects(platonic, torus, sphere, etc)
> I have some scattered point
> I have a noise (float) on the scattered points
> I want to distribute my 10 objects according to the values of that
> noise
>
> so I divided my noise in 10 zones (based on grey float values)
> I counted howmany of each object there was per zone(@numbperzone)
> I copied each object the good amount
> I placed each copy at its corresponding scattered point
>
> et voilà
>
> now for 10 objects distributed on 35 points it takes under 10s.
> https://urldefense.proofpoint.com/v2/url?u=https-3A__drive.google.com_open-3Fid-3D0B1QqhXD7Y15qVnBqMVhKeWl0dnc=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=pHW5vSGT0CouA7IbuxpYOxNXMg1-dQQg6Vpv-XC3aGQ=tgsM4Wf4cKvGBsvD0qxcYPmf0T6suWtXNRi7q6kB4WY=
>  
> 
>
> That's my best method for now, but I have now idea if it's worth
> something.
>
> So how do you guys usually do ?
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>


>>
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Re: Multiple objects copy

2017-09-29 Thread Dan Yargici
Did you remember to tick "Multihread when compiled" on your foreach_end?


On Fri, Sep 29, 2017 at 8:38 AM, Olivier Jeannel 
wrote:

> Mmm, unless I made a mistake replicating his copy + switch + compile, I'm
> getting a rough 33s to copy 10 object other 35 points.
>
> 2017-09-29 8:34 GMT+02:00 Olivier Jeannel :
>
>> Nice read. I'll try to replicate the last setup to compare specs.
>> I really wonder how much a compile block speeds up the computation.
>>
>>
>> On Thursday, September 28, 2017, Jonathan Moore <
>> jonathan.moo...@gmail.com> wrote:
>>
>>> Just came across this great blog post from Toadstorm entitled "A
>>> Long-Winded Guide to Houdini Instancing" I'd label it "everything you
>>> wanted to know about Houdini instancing but were afraid to ask!" myself.
>>> It's a damn fine read, and great for those just starting out in Houdini too.
>>>
>>> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.toadstorm.com_blog_-3Fp-3D493=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=k8MCxZEChDRtBGvXdCRk_HmdVGK1a30LXgOQGyhTYgI=S9411b8N8tFRfnSRoDX8731qeS3bcybypqX9DHJItBE=
>>>  
>>> 
>>>
>>> Enjoy.
>>>
>>>
>>> On 25 September 2017 at 16:22, Olivier Jeannel 
>>> wrote:
>>>
 Kind of rooky question that I already asked but...

 So I have that "problem" with the copy sop (copy to point, whatever)
 when I have to do a copy with multiple input objects.
 It was something really easy within ice with high performances.

 I watched the sidefx tutorial, and so far I undertstood they deprecated
 the stamp method for a copy within a loop.It's rather slow.

 I also saw a method where it copies all the multiple objects on each
 point and then delete according to the ptnum the undesired copies. it gets
 very slow when you have many different objects to copy and it eats memory.

 So I made my "own" method
 The scenario was
 working with packed
 10 different objects(platonic, torus, sphere, etc)
 I have some scattered point
 I have a noise (float) on the scattered points
 I want to distribute my 10 objects according to the values of that noise

 so I divided my noise in 10 zones (based on grey float values)
 I counted howmany of each object there was per zone(@numbperzone)
 I copied each object the good amount
 I placed each copy at its corresponding scattered point

 et voilà

 now for 10 objects distributed on 35 points it takes under 10s.
 https://urldefense.proofpoint.com/v2/url?u=https-3A__drive.google.com_open-3Fid-3D0B1QqhXD7Y15qVnBqMVhKeWl0dnc=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=k8MCxZEChDRtBGvXdCRk_HmdVGK1a30LXgOQGyhTYgI=6EPPq-cyeVsxce5iw5TO_anr6T52RUXppsKCPhLx0GA=
  
 

 That's my best method for now, but I have now idea if it's worth
 something.

 So how do you guys usually do ?

 --
 Softimage Mailing List.
 To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
 with "unsubscribe" in the subject, and reply to confirm.

>>>
>>>
>
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Re: Multiple objects copy

2017-09-29 Thread Olivier Jeannel
Mmm, unless I made a mistake replicating his copy + switch + compile, I'm
getting a rough 33s to copy 10 object other 35 points.

2017-09-29 8:34 GMT+02:00 Olivier Jeannel :

> Nice read. I'll try to replicate the last setup to compare specs.
> I really wonder how much a compile block speeds up the computation.
>
>
> On Thursday, September 28, 2017, Jonathan Moore 
> wrote:
>
>> Just came across this great blog post from Toadstorm entitled "A
>> Long-Winded Guide to Houdini Instancing" I'd label it "everything you
>> wanted to know about Houdini instancing but were afraid to ask!" myself.
>> It's a damn fine read, and great for those just starting out in Houdini too.
>>
>> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.toadstorm.com_blog_-3Fp-3D493=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=mETKR84ZjT0ieTSpGt18WpiIKtF6FB4ETTZSq0s7Dvk=CSRMujgSvMgmdlHs725-Dde2B_yhqKKfMLx7ikjrRgM=
>>  
>> 
>>
>> Enjoy.
>>
>>
>> On 25 September 2017 at 16:22, Olivier Jeannel 
>> wrote:
>>
>>> Kind of rooky question that I already asked but...
>>>
>>> So I have that "problem" with the copy sop (copy to point, whatever)
>>> when I have to do a copy with multiple input objects.
>>> It was something really easy within ice with high performances.
>>>
>>> I watched the sidefx tutorial, and so far I undertstood they deprecated
>>> the stamp method for a copy within a loop.It's rather slow.
>>>
>>> I also saw a method where it copies all the multiple objects on each
>>> point and then delete according to the ptnum the undesired copies. it gets
>>> very slow when you have many different objects to copy and it eats memory.
>>>
>>> So I made my "own" method
>>> The scenario was
>>> working with packed
>>> 10 different objects(platonic, torus, sphere, etc)
>>> I have some scattered point
>>> I have a noise (float) on the scattered points
>>> I want to distribute my 10 objects according to the values of that noise
>>>
>>> so I divided my noise in 10 zones (based on grey float values)
>>> I counted howmany of each object there was per zone(@numbperzone)
>>> I copied each object the good amount
>>> I placed each copy at its corresponding scattered point
>>>
>>> et voilà
>>>
>>> now for 10 objects distributed on 35 points it takes under 10s.
>>> https://urldefense.proofpoint.com/v2/url?u=https-3A__drive.google.com_open-3Fid-3D0B1QqhXD7Y15qVnBqMVhKeWl0dnc=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=mETKR84ZjT0ieTSpGt18WpiIKtF6FB4ETTZSq0s7Dvk=n7aCBXHuRKOJdcqrmZ2mzLcUznM2Y7D-CR8ACq_U0cY=
>>>  
>>> 
>>>
>>> That's my best method for now, but I have now idea if it's worth
>>> something.
>>>
>>> So how do you guys usually do ?
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
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Re: Multiple objects copy

2017-09-29 Thread Olivier Jeannel
Nice read. I'll try to replicate the last setup to compare specs.
I really wonder how much a compile block speeds up the computation.

On Thursday, September 28, 2017, Jonathan Moore 
wrote:

> Just came across this great blog post from Toadstorm entitled "A
> Long-Winded Guide to Houdini Instancing" I'd label it "everything you
> wanted to know about Houdini instancing but were afraid to ask!" myself.
> It's a damn fine read, and great for those just starting out in Houdini too.
>
> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.toadstorm.com_blog_-3Fp-3D493=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=ndXNlEtaEzCVOCexdnao8Jjx8lWuAzdJZXZS3L6huNc=SRQ9v5JnCFOmnOJI637Y01wW8BuRvD8qIxY_iaHUHJY=
>  
> 
>
> Enjoy.
>
>
> On 25 September 2017 at 16:22, Olivier Jeannel  > wrote:
>
>> Kind of rooky question that I already asked but...
>>
>> So I have that "problem" with the copy sop (copy to point, whatever) when
>> I have to do a copy with multiple input objects.
>> It was something really easy within ice with high performances.
>>
>> I watched the sidefx tutorial, and so far I undertstood they deprecated
>> the stamp method for a copy within a loop.It's rather slow.
>>
>> I also saw a method where it copies all the multiple objects on each
>> point and then delete according to the ptnum the undesired copies. it gets
>> very slow when you have many different objects to copy and it eats memory.
>>
>> So I made my "own" method
>> The scenario was
>> working with packed
>> 10 different objects(platonic, torus, sphere, etc)
>> I have some scattered point
>> I have a noise (float) on the scattered points
>> I want to distribute my 10 objects according to the values of that noise
>>
>> so I divided my noise in 10 zones (based on grey float values)
>> I counted howmany of each object there was per zone(@numbperzone)
>> I copied each object the good amount
>> I placed each copy at its corresponding scattered point
>>
>> et voilà
>>
>> now for 10 objects distributed on 35 points it takes under 10s.
>> https://urldefense.proofpoint.com/v2/url?u=https-3A__drive.google.com_open-3Fid-3D0B1QqhXD7Y15qVnBqMVhKeWl0dnc=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=ndXNlEtaEzCVOCexdnao8Jjx8lWuAzdJZXZS3L6huNc=4ivMn3NbJVYmtolA-IsryzACmh7oc5vdKCy1ejthA4s=
>>  
>> 
>>
>> That's my best method for now, but I have now idea if it's worth
>> something.
>>
>> So how do you guys usually do ?
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> 
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
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Re: Multiple objects copy

2017-09-28 Thread Jonathan Moore
Just came across this great blog post from Toadstorm entitled "A
Long-Winded Guide to Houdini Instancing" I'd label it "everything you
wanted to know about Houdini instancing but were afraid to ask!" myself.
It's a damn fine read, and great for those just starting out in Houdini too.

https://urldefense.proofpoint.com/v2/url?u=http-3A__www.toadstorm.com_blog_-3Fp-3D493=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=NIPJF89o1z2Sf-yJSnls9v63QFl5b0y4nhmUBf8UWkg=h4hreQntQUMdMiO3LeMrJyHXHEyKLnKAKoxAMLdA0yo=
 

Enjoy.


On 25 September 2017 at 16:22, Olivier Jeannel 
wrote:

> Kind of rooky question that I already asked but...
>
> So I have that "problem" with the copy sop (copy to point, whatever) when
> I have to do a copy with multiple input objects.
> It was something really easy within ice with high performances.
>
> I watched the sidefx tutorial, and so far I undertstood they deprecated
> the stamp method for a copy within a loop.It's rather slow.
>
> I also saw a method where it copies all the multiple objects on each point
> and then delete according to the ptnum the undesired copies. it gets very
> slow when you have many different objects to copy and it eats memory.
>
> So I made my "own" method
> The scenario was
> working with packed
> 10 different objects(platonic, torus, sphere, etc)
> I have some scattered point
> I have a noise (float) on the scattered points
> I want to distribute my 10 objects according to the values of that noise
>
> so I divided my noise in 10 zones (based on grey float values)
> I counted howmany of each object there was per zone(@numbperzone)
> I copied each object the good amount
> I placed each copy at its corresponding scattered point
>
> et voilà
>
> now for 10 objects distributed on 35 points it takes under 10s.
> https://urldefense.proofpoint.com/v2/url?u=https-3A__drive.google.com_open-3Fid-3D0B1QqhXD7Y15qVnBqMVhKeWl0dnc=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=NIPJF89o1z2Sf-yJSnls9v63QFl5b0y4nhmUBf8UWkg=ObZ8gSpC-gUJkqCl3yDXGzsY0smzMBKUfJXxB92qo80=
>  
>
> That's my best method for now, but I have now idea if it's worth something.
>
> So how do you guys usually do ?
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
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Re: Multiple objects copy

2017-09-28 Thread Anto Matkovic


  From: Olivier Jeannel <facialdel...@gmail.com>
 To: Anto Matkovic <a...@matkovic.com>; Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwICaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=IdiNIMc6XVw2mM9lMFChdcfTUKCLSUR0G6Lohpa7N6Q=VHFk7yaRWaETgeMoV7tRRK2gUG2qxJCLjdxUxqvO8Rg=
  <softimage@listproc.autodesk.com> 
 Sent: Tuesday, September 26, 2017 12:06 PM
 Subject: Re: Multiple objects copy
   
and here's the hip.Please consider it's wip, but do test and give feedback :)
https://urldefense.proofpoint.com/v2/url?u=https-3A__drive.google.com_open-3Fid-3D0B1QqhXD7Y15qQXJUU1ZPanZTVzQ=DwICaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=IdiNIMc6XVw2mM9lMFChdcfTUKCLSUR0G6Lohpa7N6Q=KjAKubQvUQtJjDi8qSehWYQeCGuI_Kl3gv6nC4Ajk4Q=
 

I've tried to shake it a bit, tonight, worked nicely. By the way, is it 
possible to do same with true instances, using ''instance" attribute or 
something else form h16 arsenal (setup I've suggested few posts before, seems 
to be in archaic v14 style...)

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Re: Multiple objects copy

2017-09-26 Thread Anto Matkovic
Yeah next time I should read a bit more than two first sentences

  From: Olivier Jeannel <facialdel...@gmail.com>
 To: Anto Matkovic <a...@matkovic.com>; Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwICaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=jspfyuDlqqzgpQJCL_TyzoDdVUgB545Pklj6UcpkmTc=5jXnDQ6rHzQ-2pMmbcRdov0BnOmLv4IGnO9JUgmQy-A=
  <softimage@listproc.autodesk.com> 
 Sent: Tuesday, September 26, 2017 11:32 AM
 Subject: Re: Multiple objects copy
   
@Anto, I think it's what I do :)
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Re: Multiple objects copy

2017-09-26 Thread Gerbrand Nel

Thanks for sharing!

On 2017/09/26 11:08 AM, Olivier Jeannel wrote:

and here's the hip.
Please consider it's wip, but do test and give feedback :)

https://drive.google.com/open?id=0B1QqhXD7Y15qQXJUU1ZPanZTVzQ

2017-09-26 11:04 GMT+02:00 Olivier Jeannel <facialdel...@gmail.com 
<mailto:facialdel...@gmail.com>>:


@Anto, I think it's what I do :)

2017-09-26 10:34 GMT+02:00 Anto Matkovic <a...@matkovic.com
<mailto:a...@matkovic.com>>:

I know you know for instances, if it's about closer equivalent
to ICE. ICE use instances, not ''real" copies. Expression to
spread multiple objects by Houdini instancer, I think it was
(in times of H 14) something like
../../instobj`$myid`
where instance candidates are named instobj1, instobj2 an so
on, while "myid" is an integer attribute on points-carriers
(created in any way you want).

Now back to "real copy"  - I've noticed that in some cases,
it's significantly faster to use a plain Copy SOP, making a
lot of ''in place" copies, then to move their points by Point
VOP or something. "In some cases" seems to be everything
except Line primitive (that's again from H 14). There seems to
be a big difference in working of 'plain' Duplicate SOP and
Copy to points SOP, anyway.
So in that way, first step is merge of all instancing
candidates, then Connectivity SOP to assign class attribute to
each piece (that Connectivity method will work only if one
candidate = one island, obviously). After that, Point
VOP/Wrangle to save the number of points, let's call it
nbinitial attribute. Then, plain Duplicate SOP without any
transform, to reach final number of instances. Finally, in
distributing Point VOP, decoding is something like : point
number converted to float, divided by nbinitialand floored.
Result is then multiplied by number of candidates, to get
proper spread and empty space for individual objects. Class
attribute is just added to result, to fill that ''empty
space". Final result is point number for importing the point
attributes from Scatter Sop or like.
While it is  a bit complicated, method is quite fast, easy to
repeat, and it allows any kind of  deformation on each
"instance'', before-after spreading. With some playing by
expressions and custom parameters, no big deal to sync the
numbers on emitter and copies.


*From:* Olivier Jeannel <facialdel...@gmail.com
<mailto:facialdel...@gmail.com>>
*To:* sidefx-houdini-l...@sidefx.com
<mailto:sidefx-houdini-l...@sidefx.com>;
"softimage@listproc.autodesk.com
<mailto:softimage@listproc.autodesk.com>"
<softimage@listproc.autodesk.com
<mailto:softimage@listproc.autodesk.com>>
*Sent:* Monday, September 25, 2017 5:23 PM
*Subject:* Multiple objects copy

Kind of rooky question that I already asked but...

So I have that "problem" with the copy sop (copy to point,
whatever) when I have to do a copy with multiple input objects.
It was something really easy within ice with high performances.

I watched the sidefx tutorial, and so far I undertstood they
deprecated the stamp method for a copy within a loop.It's
rather slow.

I also saw a method where it copies all the multiple objects
on each point and then delete according to the ptnum the
undesired copies. it gets very slow when you have many
different objects to copy and it eats memory.

So I made my "own" method
The scenario was
working with packed
10 different objects(platonic, torus, sphere, etc)
I have some scattered point
I have a noise (float) on the scattered points
I want to distribute my 10 objects according to the values of
that noise

so I divided my noise in 10 zones (based on grey float values)
I counted howmany of each object there was per zone(@numbperzone)
I copied each object the good amount
I placed each copy at its corresponding scattered point

et voilà

now for 10 objects distributed on 35 points it takes under
10s.
https://drive.google.com/open?id=0B1QqhXD7Y15qVnBqMVhKeWl0dnc

<https://urldefense.proofpoint.com/v2/url?u=https-3A__drive.google.com_open-3Fid-3D0B1QqhXD7Y15qVnBqMVhKeWl0dnc=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=3GgXr7vXI3XvILtD7xBQPi---UZ94ubTZoQx6E2PGoE=QjcHMPKLavzifrok_Sb3Yl6g8kEn8sL9kT

Re: Multiple objects copy

2017-09-26 Thread Olivier Jeannel
and here's the hip.
Please consider it's wip, but do test and give feedback :)

https://drive.google.com/open?id=0B1QqhXD7Y15qQXJUU1ZPanZTVzQ

2017-09-26 11:04 GMT+02:00 Olivier Jeannel <facialdel...@gmail.com>:

> @Anto, I think it's what I do :)
>
> 2017-09-26 10:34 GMT+02:00 Anto Matkovic <a...@matkovic.com>:
>
>> I know you know for instances,  if it's about closer equivalent to ICE.
>> ICE use instances, not ''real" copies. Expression to spread multiple
>> objects by Houdini instancer, I think it was (in times of H 14) something
>> like
>> ../../instobj`$myid`
>> where instance candidates are named instobj1, instobj2 an so on, while
>> "myid" is an integer attribute on points-carriers (created in any way you
>> want).
>>
>> Now back to "real copy"  - I've noticed that in some cases, it's
>> significantly faster to use a plain Copy SOP, making a lot of ''in place"
>> copies, then to move their points by Point VOP or something. "In some
>> cases" seems to be everything except Line primitive (that's again from H
>> 14). There seems to be a big difference in working of 'plain' Duplicate SOP
>> and Copy to points SOP, anyway.
>> So in that way, first step is merge of all instancing candidates, then
>> Connectivity SOP to assign class  attribute to each piece (that
>> Connectivity method will work only if one candidate = one island,
>> obviously). After that, Point VOP/Wrangle to save the number of points,
>> let's call it nbinitial attribute. Then, plain Duplicate SOP without any
>> transform, to reach final number of instances. Finally, in distributing
>> Point VOP, decoding is something like : point number converted to float,
>> divided by nbinitial  and floored. Result is then multiplied by number
>> of candidates, to get proper spread and empty space for individual objects.
>> Class attribute is just added to result, to fill that ''empty space". Final
>> result is point number for importing the point attributes from Scatter Sop
>> or like.
>> While it is  a bit complicated, method is quite fast, easy to repeat, and
>> it allows any kind of  deformation on each "instance'', before-after
>> spreading. With some playing by expressions and custom parameters, no
>> big deal to sync the numbers on emitter and copies.
>>
>> --
>> *From:* Olivier Jeannel <facialdel...@gmail.com>
>> *To:* sidefx-houdini-l...@sidefx.com; "softimage@listproc.autodesk.com" <
>> softimage@listproc.autodesk.com>
>> *Sent:* Monday, September 25, 2017 5:23 PM
>> *Subject:* Multiple objects copy
>>
>> Kind of rooky question that I already asked but...
>>
>> So I have that "problem" with the copy sop (copy to point, whatever) when
>> I have to do a copy with multiple input objects.
>> It was something really easy within ice with high performances.
>>
>> I watched the sidefx tutorial, and so far I undertstood they deprecated
>> the stamp method for a copy within a loop.It's rather slow.
>>
>> I also saw a method where it copies all the multiple objects on each
>> point and then delete according to the ptnum the undesired copies. it gets
>> very slow when you have many different objects to copy and it eats memory.
>>
>> So I made my "own" method
>> The scenario was
>> working with packed
>> 10 different objects(platonic, torus, sphere, etc)
>> I have some scattered point
>> I have a noise (float) on the scattered points
>> I want to distribute my 10 objects according to the values of that noise
>>
>> so I divided my noise in 10 zones (based on grey float values)
>> I counted howmany of each object there was per zone(@numbperzone)
>> I copied each object the good amount
>> I placed each copy at its corresponding scattered point
>>
>> et voilà
>>
>> now for 10 objects distributed on 35 points it takes under 10s.
>> https://drive.google.com/open?id=0B1QqhXD7Y15qVnBqMVhKeWl0dnc
>> <https://urldefense.proofpoint.com/v2/url?u=https-3A__drive.google.com_open-3Fid-3D0B1QqhXD7Y15qVnBqMVhKeWl0dnc=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=3GgXr7vXI3XvILtD7xBQPi---UZ94ubTZoQx6E2PGoE=QjcHMPKLavzifrok_Sb3Yl6g8kEn8sL9kT1_TVZza_g=>
>>
>> That's my best method for now, but I have now idea if it's worth
>> something.
>>
>> So how do you guys usually do ?
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
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Re: Multiple objects copy

2017-09-26 Thread Olivier Jeannel
@Anto, I think it's what I do :)

2017-09-26 10:34 GMT+02:00 Anto Matkovic <a...@matkovic.com>:

> I know you know for instances,  if it's about closer equivalent to ICE.
> ICE use instances, not ''real" copies. Expression to spread multiple
> objects by Houdini instancer, I think it was (in times of H 14) something
> like
> ../../instobj`$myid`
> where instance candidates are named instobj1, instobj2 an so on, while
> "myid" is an integer attribute on points-carriers (created in any way you
> want).
>
> Now back to "real copy"  - I've noticed that in some cases, it's
> significantly faster to use a plain Copy SOP, making a lot of ''in place"
> copies, then to move their points by Point VOP or something. "In some
> cases" seems to be everything except Line primitive (that's again from H
> 14). There seems to be a big difference in working of 'plain' Duplicate SOP
> and Copy to points SOP, anyway.
> So in that way, first step is merge of all instancing candidates, then
> Connectivity SOP to assign class  attribute to each piece (that
> Connectivity method will work only if one candidate = one island,
> obviously). After that, Point VOP/Wrangle to save the number of points,
> let's call it nbinitial attribute. Then, plain Duplicate SOP without any
> transform, to reach final number of instances. Finally, in distributing
> Point VOP, decoding is something like : point number converted to float,
> divided by nbinitial  and floored. Result is then multiplied by number of
> candidates, to get proper spread and empty space for individual objects.
> Class attribute is just added to result, to fill that ''empty space". Final
> result is point number for importing the point attributes from Scatter Sop
> or like.
> While it is  a bit complicated, method is quite fast, easy to repeat, and
> it allows any kind of  deformation on each "instance'', before-after
> spreading. With some playing by expressions and custom parameters, no big
> deal to sync the numbers on emitter and copies.
>
> --
> *From:* Olivier Jeannel <facialdel...@gmail.com>
> *To:* sidefx-houdini-l...@sidefx.com; "softimage@listproc.autodesk.com" <
> softimage@listproc.autodesk.com>
> *Sent:* Monday, September 25, 2017 5:23 PM
> *Subject:* Multiple objects copy
>
> Kind of rooky question that I already asked but...
>
> So I have that "problem" with the copy sop (copy to point, whatever) when
> I have to do a copy with multiple input objects.
> It was something really easy within ice with high performances.
>
> I watched the sidefx tutorial, and so far I undertstood they deprecated
> the stamp method for a copy within a loop.It's rather slow.
>
> I also saw a method where it copies all the multiple objects on each point
> and then delete according to the ptnum the undesired copies. it gets very
> slow when you have many different objects to copy and it eats memory.
>
> So I made my "own" method
> The scenario was
> working with packed
> 10 different objects(platonic, torus, sphere, etc)
> I have some scattered point
> I have a noise (float) on the scattered points
> I want to distribute my 10 objects according to the values of that noise
>
> so I divided my noise in 10 zones (based on grey float values)
> I counted howmany of each object there was per zone(@numbperzone)
> I copied each object the good amount
> I placed each copy at its corresponding scattered point
>
> et voilà
>
> now for 10 objects distributed on 35 points it takes under 10s.
> https://drive.google.com/open?id=0B1QqhXD7Y15qVnBqMVhKeWl0dnc
> <https://urldefense.proofpoint.com/v2/url?u=https-3A__drive.google.com_open-3Fid-3D0B1QqhXD7Y15qVnBqMVhKeWl0dnc=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=3GgXr7vXI3XvILtD7xBQPi---UZ94ubTZoQx6E2PGoE=QjcHMPKLavzifrok_Sb3Yl6g8kEn8sL9kT1_TVZza_g=>
>
> That's my best method for now, but I have now idea if it's worth something.
>
> So how do you guys usually do ?
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
>
> --
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Re: Multiple objects copy

2017-09-26 Thread Anto Matkovic
I know you know for instances,  if it's about closer equivalent to ICE. ICE use 
instances, not ''real" copies. Expression to spread multiple objects by Houdini 
instancer, I think it was (in times of H 14) something like../../instobj`$myid`
where instance candidates are named instobj1, instobj2 an so on, while "myid" 
is an integer attribute on points-carriers (created in any way you want).
Now back to "real copy"  - I've noticed that in some cases, it's significantly 
faster to use a plain Copy SOP, making a lot of ''in place" copies, then to 
move their points by Point VOP or something. "In some cases" seems to be 
everything except Line primitive (that's again from H 14). There seems to be a 
big difference in working of 'plain' Duplicate SOP and Copy to points SOP, 
anyway.So in that way, first step is merge of all instancing candidates, then 
Connectivity SOP to assign class  attribute to each piece (that Connectivity 
method will work only if one candidate = one island, obviously). After that, 
Point VOP/Wrangle to save the number of points, let's call it nbinitial 
attribute. Then, plain Duplicate SOP without any transform, to reach final 
number of instances. Finally, in distributing Point VOP, decoding is something 
like : point number converted to float, divided by nbinitial  and floored. 
Result is then multiplied by number of candidates, to get proper spread and 
empty space for individual objects. Class attribute is just added to result, to 
fill that ''empty space". Final result is point number for importing the point 
attributes from Scatter Sop or like.While it is  a bit complicated, method is 
quite fast, easy to repeat, and it allows any kind of  deformation on each 
"instance'', before-after spreading. With some playing by expressions and 
custom parameters, no big deal to sync the numbers on emitter and copies.
  From: Olivier Jeannel <facialdel...@gmail.com>
 To: sidefx-houdini-l...@sidefx.com; "softimage@listproc.autodesk.com" 
<softimage@listproc.autodesk.com> 
 Sent: Monday, September 25, 2017 5:23 PM
 Subject: Multiple objects copy
   
Kind of rooky question that I already asked but...
So I have that "problem" with the copy sop (copy to point, whatever) when I 
have to do a copy with multiple input objects.It was something really easy 
within ice with high performances.
I watched the sidefx tutorial, and so far I undertstood they deprecated the 
stamp method for a copy within a loop.It's rather slow.
I also saw a method where it copies all the multiple objects on each point and 
then delete according to the ptnum the undesired copies. it gets very slow when 
you have many different objects to copy and it eats memory.
So I made my "own" methodThe scenario was working with packed10 different 
objects(platonic, torus, sphere, etc)I have some scattered pointI have a noise 
(float) on the scattered pointsI want to distribute my 10 objects according to 
the values of that noise
so I divided my noise in 10 zones (based on grey float values)I counted howmany 
of each object there was per zone(@numbperzone)I copied each object the good 
amount I placed each copy at its corresponding scattered point
et voilà
now for 10 objects distributed on 35 points it takes under 
10s.https://urldefense.proofpoint.com/v2/url?u=https-3A__drive.google.com_open-3Fid-3D0B1QqhXD7Y15qVnBqMVhKeWl0dnc=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=3GgXr7vXI3XvILtD7xBQPi---UZ94ubTZoQx6E2PGoE=QjcHMPKLavzifrok_Sb3Yl6g8kEn8sL9kT1_TVZza_g=
 

That's my best method for now, but I have now idea if it's worth something.
So how do you guys usually do ?--
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Re: OT: Re: Multiple objects copy

2017-09-25 Thread Jonathan Moore
Thanks Jason. It's certainly going to be a challenge but at least most of
my data was backed up. Unfortunately much of the music equipment will be
hard to replace even with a full insurance payout. Onwards though,
otherwise that way madness lies!

On 26 September 2017 at 00:12, Jason S  wrote:

> On 09/25/17 11:52, Jonathan Moore wrote:
>
> Fire wiped out my studio - lost a lot of vintage synth hardware, to go
> along with my workstations and the insurance company a proving to be an
> upward battle.
>
>
> Wow that's nuts.
>
> I hope you didn't loose any data (or other irreplaceable things) along
> with those synths
> and I hope you get cool new hardware out of your misfortune,
> (and anything else that insurance are suppose to cover in those very
> circumstances)
>
> best of luck,
> J
>
> On 09/25/17 11:52, Jonathan Moore wrote:
>
> That looks like excellent performance Oliver.
>
> I've been using the new 'for each' compiled sop methodology for copy
> stamping (in those limited situations where the SOP's are compilable) and
> have been happy with the speed of the results but can't say I've been
> measuring.
>
> The bit that bugs me at the moment about compiled SOP loops is that
> there's very little in the world of procedural modeling that's compilable,
> because so many key modelling SOP's have yet to be 'verbified' (or upgraded
> to SOP 2.0 to give it it's other SIdeFX nomenclature). The promise is there
> but at the moment there's limited use case scenarios for compiled SOPs
> outside of destruction.
>
> I'll have a dig into your file when I'm back up and running as it looks
> very promising. Fire wiped out my studio - lost a lot of vintage synth
> hardware, to go along with my workstations and the insurance company a
> proving to be an upward battle. G!
>
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
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OT: Re: Multiple objects copy

2017-09-25 Thread Jason S

  
  
On 09/25/17 11:52, Jonathan Moore
  wrote:
  Fire wiped out my studio - lost a lot of vintage synth
hardware, to go along with my workstations and the insurance
company a proving to be an upward battle.
  
  
  Wow that's nuts.   
  
  I hope you didn't loose any data (or other irreplaceable things)
  along with those synths
  and I hope you get cool new hardware out of your misfortune, 
  (and anything else that insurance are suppose to cover in those
  very circumstances)
  
  best of luck,
  J
  
  On 09/25/17 11:52, Jonathan Moore wrote:


  That looks like excellent performance Oliver.


I've been using the new 'for each' compiled sop methodology
  for copy stamping (in those limited situations where the SOP's
  are compilable) and have been happy with the speed of the
  results but can't say I've been measuring.


The bit that bugs me at the moment about compiled SOP loops
  is that there's very little in the world of procedural
  modeling that's compilable, because so many key modelling
  SOP's have yet to be 'verbified' (or upgraded to SOP 2.0 to
  give it it's other SIdeFX nomenclature). The promise is there
  but at the moment there's limited use case scenarios for
  compiled SOPs outside of destruction.


I'll have a dig into your file when I'm back up and running
  as it looks very promising. Fire wiped out my studio - lost a
  lot of vintage synth hardware, to go along with my
  workstations and the insurance company a proving to be an
  upward battle. G!
  
  


  

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Re: Multiple objects copy

2017-09-25 Thread Jonathan Moore
That looks like excellent performance Oliver.

I've been using the new 'for each' compiled sop methodology for copy
stamping (in those limited situations where the SOP's are compilable) and
have been happy with the speed of the results but can't say I've been
measuring.

The bit that bugs me at the moment about compiled SOP loops is that there's
very little in the world of procedural modeling that's compilable, because
so many key modelling SOP's have yet to be 'verbified' (or upgraded to SOP
2.0 to give it it's other SIdeFX nomenclature). The promise is there but at
the moment there's limited use case scenarios for compiled SOPs outside of
destruction.

I'll have a dig into your file when I'm back up and running as it looks
very promising. Fire wiped out my studio - lost a lot of vintage synth
hardware, to go along with my workstations and the insurance company a
proving to be an upward battle. G!

On 25 September 2017 at 16:22, Olivier Jeannel 
wrote:

> Kind of rooky question that I already asked but...
>
> So I have that "problem" with the copy sop (copy to point, whatever) when
> I have to do a copy with multiple input objects.
> It was something really easy within ice with high performances.
>
> I watched the sidefx tutorial, and so far I undertstood they deprecated
> the stamp method for a copy within a loop.It's rather slow.
>
> I also saw a method where it copies all the multiple objects on each point
> and then delete according to the ptnum the undesired copies. it gets very
> slow when you have many different objects to copy and it eats memory.
>
> So I made my "own" method
> The scenario was
> working with packed
> 10 different objects(platonic, torus, sphere, etc)
> I have some scattered point
> I have a noise (float) on the scattered points
> I want to distribute my 10 objects according to the values of that noise
>
> so I divided my noise in 10 zones (based on grey float values)
> I counted howmany of each object there was per zone(@numbperzone)
> I copied each object the good amount
> I placed each copy at its corresponding scattered point
>
> et voilà
>
> now for 10 objects distributed on 35 points it takes under 10s.
> https://drive.google.com/open?id=0B1QqhXD7Y15qVnBqMVhKeWl0dnc
>
> That's my best method for now, but I have now idea if it's worth something.
>
> So how do you guys usually do ?
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
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Multiple objects copy

2017-09-25 Thread Olivier Jeannel
Kind of rooky question that I already asked but...

So I have that "problem" with the copy sop (copy to point, whatever) when I
have to do a copy with multiple input objects.
It was something really easy within ice with high performances.

I watched the sidefx tutorial, and so far I undertstood they deprecated the
stamp method for a copy within a loop.It's rather slow.

I also saw a method where it copies all the multiple objects on each point
and then delete according to the ptnum the undesired copies. it gets very
slow when you have many different objects to copy and it eats memory.

So I made my "own" method
The scenario was
working with packed
10 different objects(platonic, torus, sphere, etc)
I have some scattered point
I have a noise (float) on the scattered points
I want to distribute my 10 objects according to the values of that noise

so I divided my noise in 10 zones (based on grey float values)
I counted howmany of each object there was per zone(@numbperzone)
I copied each object the good amount
I placed each copy at its corresponding scattered point

et voilà

now for 10 objects distributed on 35 points it takes under 10s.
https://drive.google.com/open?id=0B1QqhXD7Y15qVnBqMVhKeWl0dnc

That's my best method for now, but I have now idea if it's worth something.

So how do you guys usually do ?
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