Don't thank me til it works :D I'm doing all of this in such a
non-production setup so I'm almost certainly working in a best-case
scenario, but yes, let me know how you go and if you want feel free to
bounce me a scene or your existing code and I'll have a go with it here
to see if anything jumps out at me - it'll stop me from wasting time
with my day off playing with a useless box and setting electronics on
fire via poor soldering technique..


On Sun, May 3, 2015, at 04:47 PM, Chad Fox wrote:
> Thanks Anthony. I'll review and test out your code drop on Monday. As
> a side note, 500k uvs was unfortunately too sluggish for us, perhaps
> it's something to do with our environments or machines, but it wasn't
> resonable. God forbid someone runs my script with the UV editor open.
> Might as well pack up for the day :P
>
> Anyways. Thanks again!
>
>
> -Chad
>
> On Fri, May 1, 2015 at 7:24 PM, Anthony Tan
> <[email protected]> wrote:
>> __
>> Thought I'd just target the uv query to see if that can be sped up
>> any, or where a bottleneck would be (can't imagine it's converting UV
>> to UDIM coordinates, that's almost a one-liner).
>>
>> So yes, taking three approaches, PyMEL/getUVs feels manageable out to
>> say, 2-300k UVs, but does feel sluggish at 4-500k. Maya.cmds is just
>> diabolical - that's also because I'm not very good with it and I'm
>> 100% sure i'm doing it a horrible way, but the API is fine through to
>> a million at which point I figured it was Fast Enough.
>>
>> One thing I'd point out with my API approach - I've just done the
>> bare minimum to get a result - I'd trust PyMEL over my implementation
>> of UV grabbing until I did some more testing, wouldn't be surprised
>> if there are issues I'm glossing over in this test scenario that
>> PyMEL handles correctly, and I don't handle at all.
>>
>> Just using a polysphere with 1000x200 subdivs to give me ~200k UVs,
>> my numbers were roughly 4s for maya.cmds, 0.4s for pymel, and 0.001
>> for the API. The API approach scales decently as well, while I
>> could've sworn pymel didn't have a linear growth pattern. (my local
>> machine, Maya 2013x64/SP2)
>>
>> checking pSphereShape1 for 1 iterations maya.cmds : 3.95910561149
>> PyMel : 0.344888150405 OpenMaya/API : 0.00120376245754
>> ---------------
>> (for 201199 uvs):
>> ---------------
>> DONE
>>
>> The figures above are just for grabbing the UVs and not processing
>> them, but depending on what cases you want to trap, the UV/UDIM thing
>> didn't feel expensive at the ranges you were quoting (out to 500k)
>> using my naive approach of testing every coordinate and building up a
>> set, so I didn't investigate that too much further. If you wanted to
>> do things by-shell i have a feeling API is going to be where you want
>> to head.
>>
>> -Anthony
>>
>> (Here's my code dump, scuse the mess but you should be able to
>> execute the thing as it stands to replicate my results once you
>> create a polySphere or similar to play with)
>>
>>
>>
>> import timeit
>>
>> mesh_string = 'pSphereShape1' timer_iterations = 1
>>
>> # pymel version
>> import pymel.core as pm def pymel_getuvs(mesh_string): """return a
>> list of two lists, idx 0 is U, idx 1 is V""" mesh =
>> pm.PyNode(mesh_string) uvs = mesh.getUVs() return uvs
>>
>> # mc version
>> import maya.cmds as mc def mc_getuvs(mesh_string): """return a list
>> of (u,v) tuples""" x = mc.getAttr(mesh_string+'.uvpt',
>> multiIndices=True) # determine UV idxs uvs = [] for i in x: #
>> probably quite a naive way to iterate through an object's UVs. I
>> don't # use maya.cmds much uvs +=
>> mc.getAttr('{mesh_string}.uvpt[{idx}]'.format(idx=i,
>> mesh_string=mesh_string)) return uvs
>>
>>
>> # OpenMaya version
>> import maya.OpenMaya as om def om_getuvs(mesh_string): """return a
>> list of two lists, idx 0 is U, idx 1 is V""" # Y'know it's really
>> weird to think of malloc-ing in python.. selection_list =
>> om.MSelectionList() mObject_holder = om.MObject() u =
>> om.MFloatArray() v = om.MFloatArray() function_set = om.MFnMesh()
>>
>> # see
>> https://groups.google.com/forum/#!topic/python_inside_maya/usFLgzJBrpM/discussion
>> # for a note on why this, instead of a flat selection_list.add.
>> om.MGlobal.getSelectionListByName(mesh_string, selection_list)
>> iterator = om.MItSelectionList(selection_list)
>> iterator.getDependNode(mObject_holder)
>> function_set.setObject(mObject_holder) function_set.getUVs(u,v)
>> return [u,v]
>>
>>
>> def uv_to_udim(u,v): '''return UDIM tile corresponding to UV coord
>>
>> NOTE:very poorly defined response on edges.. ''' import math return
>> int( 1000+(math.floor(u)+1)+(math.floor(v)*10))
>>
>>
>> # the zip function itself is a bit slow
>> def equivalence(pymel_result, mc_result, om_result): pm_uv =
>> zip(pymel_result[0], pymel_result[1]) om_uv = zip(om_result[0],
>> om_result[1]) for i,x in enumerate(pm_uv): if pm_uv[i] != om_uv[i]:
>> raise ValueError('pm != om') elif pm_uv[i] != mc_result[i]: raise
>> ValueError('pm != mc') print "OK"
>>
>>
>> print "checking {mesh} for {it} iterations".format(mesh =
>> mesh_string, it = timer_iterations)
>>
>> print "maya.cmds :", t =
>> timeit.Timer(stmt=lambda:mc_getuvs(mesh_string)) print
>> t.timeit(timer_iterations)
>>
>> print "PyMel :", t =
>> timeit.Timer(stmt=lambda:pymel_getuvs(mesh_string)) print
>> t.timeit(timer_iterations)
>>
>> print "OpenMaya/API :", t =
>> timeit.Timer(stmt=lambda:om_getuvs(mesh_string)) print
>> t.timeit(timer_iterations)
>>
>> print "---------------" print "(for {n}
>> uvs)".format(n=len(om_getuvs(mesh_string)[0])) print
>> "---------------" print "DONE"
>>
>>
>> uvs = om_getuvs(mesh_string) udim_list = set() for x in
>> xrange(0,len(uvs[0])): udim_list.add(
>> uv_to_udim(uvs[0][x],uvs[1][x])) print udim_list
>>
>>
>>
>>
>>
>>
>> On Sat, May 2, 2015, at 06:27 AM, Chad Vernon wrote:
>>> If speed is your main issue, you could write it in C++.
>>>
>>>
>>> On Friday, May 1, 2015 at 9:43:18 AM UTC-7, thirstydevil wrote:
>>>> I do as Janos suggested, worked quite well and pretty fast. We had
>>>> quite heavy props from speed tree and it wasn't that bad
>>>>
>>>> *def **getMeshUVBounds*(mapName, mesh): mesh = pCore.PyNode(mesh)
>>>> uList, vList = mesh.getUVs(mapName) *if not *uList: uList = [] *if
>>>> not *vList: vList = [] *return *[[min(uList), min(vList)],
>>>> [max(uList), max(vList)]]
>>>>
>>>>
>>>> *def **getMeshUVBoundsAsUDIM*(mapName, mesh): udimMap = range(1001,
>>>> 1011) bounds = getMeshUVBounds(mapName, mesh) minU, maxV =
>>>> int(math.trunc(bounds[][])), int(round(bounds[1][1] + 0.5)) *return
>>>> *udimMap[minU] + (10 * (maxV - 1))
>>>>
>>>>
>>>> *def **isUDIMOverlappingBoundaries*(mapName, mesh): bounds =
>>>> getMeshUVBounds(mapName, mesh) *if *int(bounds[][]) ==
>>>> int(bounds[1][]) *and *int(bounds[][1]) == int(bounds[1][1]):
>>>> *return *False *else*: *return *True
>>>>
>>>>
>>>> On Friday, 1 May 2015 07:37:06 UTC+1, Chad_Fox wrote:
>>>>> Hey everyone,
>>>>>
>>>>> I've been brute force checking UV coords to determine what UDIMs
>>>>> any selected object(s) are using, but my simple python query for
>>>>> all UVs and checking each of their coords is painfully slow and in
>>>>> some cases unusable in scenes my team will be working with.
>>>>>
>>>>> Do any of you have any snippets of python / python api code that
>>>>> can efficiently return a large list of occupied UDIMs from
>>>>> selected object?
>>>>>
>>>>> Appreciate any help you may be able to offer, thanks!
>>>>>
>>>>> Chad
>>>


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