I didn't know it was called the graph validation but this problem happens
to me as soon as the scene grows over a certain number of point
clouds/nodes. The evaluation of the graph itself is *super fast* but
dropping a new node or even selecting one takes forever with screen turning
white. In extreme cases the problem seems to extend to other basic
operations in the application such as accessing menus or changing
camera, which is weird.
With everything hidden and viewports muted, you'd think you could at least
lay down all new nodes before getting anything to evaluate.
+1 for what Guillaume said!


On Wed, May 15, 2013 at 7:28 AM, Leo Quensel <[email protected]> wrote:

>  Oh yes the graph validation becomes a huge pain after a certain number
> of nodes. I had projects where it took 30 seconds just to
> connect a single node. No fun :(
>
> *Gesendet:* Mittwoch, 15. Mai 2013 um 13:08 Uhr
> *Von:* "Guillaume Laforge" <[email protected]>
> *An:* "[email protected]" <[email protected]>
> *Betreff:* Re: Aw: heavy ice operation flaws
>  +1 for:
>
> - Various Graph evaluation modes : Mute, On demand, Always (some examples
> here: https://vimeo.com/48242379)
> - Faster evaluation of the graph validation (as it would still be needed
> if you are editing a "mutted" ICETree)
> - Fixing "Hidden but still evaluating ICETree bugs"
>
> On Wed, May 15, 2013 at 6:47 AM, Andreas Böinghoff 
> <[email protected]>wrote:
>>
>>  b:
>>
>> I'm a bit double-minded when it comes to evaluation of hidden ICE trees.
>> Sometimes it's nice to have, sometimes not. Personally I would love to see
>> two this.
>>
>> First: The possibility to turn of the evaluation of all ICE trees in the
>> Scene (Like in Maya -> Evaluate Notes). That would also be nice for
>> Deformers, Envelopes, Contraints...
>> Second: The possibility to Mute ICE trees. The Disable from here option
>> helps from time to time, but a hard Mute switch would be nice.
>>
>>
>> On 5/15/2013 12:02 PM, Leo Quensel wrote:
>>
>>  To b:
>>
>> I once tried to cast rays from a camera to points in a pointcloud to
>> determine visibility.
>> It was enough to have the camera connected to a raycast node and it was
>> evaluated all the time - even if the raycast node was completely
>> disconnected from
>> anything else.
>> This was on 2012 (without SP) - haven't tried since.
>>
>> *Gesendet:* Mittwoch, 15. Mai 2013 um 11:33 Uhr
>> *Von:* "Sebastian Kowalski" <[email protected]> <http://[email protected]>
>> *An:* 
>> "[email protected]"<http://[email protected]>
>> <[email protected]><http://[email protected]>
>> *Betreff:* heavy ice operation flaws
>> hey list,
>>
>> i am feeling a bit bad because of complaining every time i am writing to
>> this beloved list.
>> sorry, but…
>>
>> a) load a heavy cache, generate a shitload of points, build up huge
>> arrays and the ram consumption raises to max. well thats not the problem,
>> but delete that cloud, plug off the cache reader the memory wont flush..
>> its stays that high.
>> seems to be reserving the ram, cause it wont rise higher when doing the
>> operation again. ok i understand. but then setup a second cloud, do
>> something similiar, and goodbye softimage.
>>
>> b) having an hidden pointcloud in the scene does not say that that tree
>> wont be evaluated when some param outside the tree is feeding it. like
>> doing some cam frustum calculation.
>>
>> c) similar to b), save a scene with an hidden object, simulated by an ice
>> tree. its gonna evaluate, progress bar is up (and on win 7, its gonna hide
>> itself behind the main application).
>> on occasions it also gonna ramp up on ram, and wont flush after saving is
>> done. (when you got an HIDDEN pointcloud reading a cache )
>>
>> thats all on 2013.
>>
>> -sebastian
>>
>>
>>
>>
>>
>>

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