and here's the hip. Please consider it's wip, but do test and give feedback :)
https://drive.google.com/open?id=0B1QqhXD7Y15qQXJUU1ZPanZTVzQ 2017-09-26 11:04 GMT+02:00 Olivier Jeannel <[email protected]>: > @Anto, I think it's what I do :) > > 2017-09-26 10:34 GMT+02:00 Anto Matkovic <[email protected]>: > >> 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 <[email protected]> >> *To:* [email protected]; "[email protected]" < >> [email protected]> >> *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 ? >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to [email protected] >> with "unsubscribe" in the subject, and reply to confirm. >> >> >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to [email protected] >> with "unsubscribe" in the subject, and reply to confirm. >> > >
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