+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/>

