Very slow transform

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Hi, I'm trying to setup my scene (first project in Solaris) in Solaris but when I use transform node it tooks so slow. I know there are lots of building but the mash is not too heavy.

Is it normal situation or I do something wrong?


I have strong CPU AMD, 2 x RTX 2070 super and 128 GB RAM

YT link:
https://youtu.be/DQQ3oxtzQSQ [youtu.be]
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You've got '*' in the transform field. It's applying the transform recursively to every prim in the scene. Scope it to just the top level prims, and it will only be really slow and not super broken and slow.

It's probably slow because each of those prims has many child xformable prims which require recomposing the stage each time the transform is changed. It's not like object level where there might only be one transform with lots of geometry inside. It's more like if you had thousands of geo nodes and tried to move them all at the same time.

It's unfortunately I don't see this getting much better due to the architecture of hydra. What should be happening is one matrix is updated and the next draw call has a different xform concatenated to the xform chain than the frame before. What it looks more like is that hydra is updated a transform for each prim in the scene when ever any parent xform is changed.
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hmm... I thought Solaris will be more like clarisse from isotropix . Where can I easy and fast way bild whole scenes. Just select objects, put where I want and work faster and more artistic .
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Hope sidefx can improve
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I tried recreating the original post in 19.5 quickly, it seems ok now?

Steps:

  1. Grabbed the free pack of assets from kitbash3d. It's not a big set I know, but its all I could find for quick testing
  2. Used a tops graph to convert them from bgeo's to usd
  3. Stage manager to quickly layout all the assets, put under a single parent prim
  4. Copytopoints a bunch of these with different scales and rotations
  5. Transform the top prim

It's not blindingly fast, but it feels tolerable, maybe 0.1s between updates? Have attached the hip here too if others want to have a look.

-matt

Attachments:
lops_kitbash.mp4 (10.2 MB)
lops_kitbash.hip (419.1 KB)

http://www.tokeru.com/cgwiki [www.tokeru.com]
https://www.patreon.com/mattestela [www.patreon.com]
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mestela
I tried recreating the original post in 19.5 quickly, it seems ok now?

Steps:

  1. Grabbed the free pack of assets from kitbash3d. It's not a big set I know, but its all I could find for quick testing
  2. Used a tops graph to convert them from bgeo's to usd
  3. Stage manager to quickly layout all the assets, put under a single parent prim
  4. Copytopoints a bunch of these with different scales and rotations
  5. Transform the top prim

It's not blindingly fast, but it feels tolerable, maybe 0.1s between updates? Have attached the hip here too if others want to have a look.

-matt

Hey, I'm trying to make breakdown tool in Solaris for environments. So bunch of transforms moving objects down. I'm doing it through usd vex. It is very slow. Or if I take asset with transform, it literally takes 10s to refresh asset position.

Asset is made with component builder, structure is something like this:

/Temple_asset/
___geo
_____proxy
_______10 prims
_____render
_______8000 prims

when I transform Temple asset (no *, no **) it is slow. Especially if there are some other objects in the scene visible.
But, when i turn active state off on render primitive (yellow button), everything works blazingly fast. So for some reason Solaris struggles with primitives that are not visible in viewport.
Edited by Htogrom - March 13, 2025 14:05:26
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