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 ?
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