+1 for faster validation as well. Really annoying.

On Wed, May 15, 2013 at 2:40 PM, Vincent Fortin <[email protected]> wrote:

> 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
>>>
>>>
>>>
>>>
>>>
>>>
>


-- 
Jens Lindgren
--------------------------
Lead Technical Director
Magoo 3D Studios <http://www.magoo3dstudios.com/>

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