@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 voilĂ 
>
> now for 10 objects distributed on 350000 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&d=DwMFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=3GgXr7vXI3XvILtD7xBQPi---UZ94ubTZoQx6E2PGoE&s=QjcHMPKLavzifrok_Sb3Yl6g8kEn8sL9kT1_TVZza_g&e=>
>
> 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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