McNistor
Now I'm going back to my modeling, so that next time pusat proposes me instead of Bulgarov to be hired by SESI. 8)
You are next in the list right after Rafael Grassetti :wink:
McNistor
Now I'm going back to my modeling, so that next time pusat proposes me instead of Bulgarov to be hired by SESI. 8)
McNistor
@pusat Bulgarov would come up with Softimage's workflow if someone was to hire him to conceive a modeling workflow - that's what he uses because that's the best among what he tried probably, not much different from anyone else's choice I guess.
McNistor
But but… I have :cry:
MagnusL3D
Well when you use it with edge's that should not dissolve it breaks down on certain polygons. And it feels very..uhm..angled based if it breaks down or not.. I've attached a file so you can view it. (and as a RFE it would be nice to have a hole option in the Dissolve SOP).
MagnusL3D
Yes you can do that, but I just think it would be more inviting to have the actual option there but hey it's just a opinion.
MagnusL3D
Well the Dissolve SOP issue I filed several weeks ago so hopefully it is already in your database, but to be on the safe side I attached it and put it in the bug/RGE page aswell
Regarding RFE options. I mean, like a master dropdown with bug/RFE as the two options. So it is clear that you are submitting a RFE.
And perhaps rename RFE to Feature Request because everyone might not know what RFE means. Specialy new people with lots of new viewpoints and ideas.
ndickson
You'd probably be amazed how few SOP performance RFEs we get; I can't remember the last one that wasn't submitted by pusat; (thanks, pusat!).
MagnusL3D
And on a side not regarding reporting bugs, I dont think it would hurt to perhaps somehow make the bug/rfe page a bit more visible
rheniser
Had not realized that. Will do. Thanks
ndickson
You'll be glad to know that about 80% of the time in PolyReduce on a 500x1000 triangle torus (1M tris) was being spent repeatedly traversing a linked list of maybe 3000 items to find the end maybe 3 million times. That part can be reduced to effectively nothing by using an array instead of a linked list. I'm going to go out on a not-very-long limb and guess that other meshes will exhibit the same unnecessary 5x slowdown. I've also put better interruptibility in, but I'll wait until tomorrow to see if my changes break anything before putting it in the public daily builds for Saturday.
Moral of the story: don't use linked lists unless it's absolutely necessary, and it's almost never necessary. :wink:
jlait
That is an idea that I think may be the solution, but I'm not going to commit to anything until we see what works.
jlait
Did the attribute exist before?
jlait
With AttribWrangle, if you don't need to change the default of an existing attribute, but just want to ensure the attribute gets your default if it is created, you can use the prototyping to define your @ binding. This is possible in 13.0 as well.
float @mass = 1;
int @id = -1;
Solitude
I had an issue in h13 where I would have a floating network pane get ‘stuck’ in such a way that it was trying to put down tools as if I were in a scene viewer. Iirc it was something like I would try to put down a box in the network view, and it would bring up the prompt as if I had pressed the shelf tool, so it was rather annoying. I never submitted a bug report – I'm a horrible person – I usually stick with a single window anyway, but to get around it, I instead made the floating pane the scene viewer, and kept the network view in my main window (with the file menu). I also then put the shelf tools on the other monitor with the main viewport. I haven't tried it in 14 yet, but it might be worth a shot.
jlait
If the big missing feature is the variable map, that is good news. We did have plans in 14.0 to make variable maps unnecessary (which obviously didn't pan out), but if we succeed in those this will be a non-issue.
jlait
My test with addattribute:: vs bind export and 25MPoints suggests at least a 3x faster for the bind export.
jlait
Do note that the value for the add attribute is the default for the attribute, not the per-point value.
jlait
If there is an N attribute, it is passed directly to VEX, so it has no extra overhead.
If there is no N attribute, then we compute the normals into a temporary array and stream those into the VEX function. This uses the standard normal computation so should be same speed as using a Normal SOP.