[Sidefx-houdini-list] Multiple objects copy
b.fx at free.fr
b.fx at free.fr
Tue Sep 26 07:53:26 EDT 2017
Not certain i'm the François you talk about as we talk on another thread but here are my two cents.
I try to avoid stamping, the forLoop sop with a copyToPoints or a wrangle sop are the best way to go.
For what i see the Compile Sop process don't support the copyStamp or copyToPoints sop.
Your setup is brut force way to do it, sometimes the fastest !
Always try to use packed geometry, use attributes to achieve
----- Mail original -----
De: "Olivier Jeannel" <facialdeluxe at gmail.com>
À: sidefx-houdini-list at sidefx.com
Envoyé: Mardi 26 Septembre 2017 09:58:46
Objet: Re: [Sidefx-houdini-list] Multiple objects copy
That's awfull news, your studio burnt ? I wish you courage, that's a hell
of nightmare :(
I'll post the hip, this needs some cleanup.
I'd be curious to have some feedback, maybe I'm doing it totally the bad
way, maybe it's doable with 2 nodes...
@ Mark and François,
So you guys still work with stampings. I tried your setup François, not
sure I did it well though... But do we agree that Stamp can't be compiled
(between Compile Sop) ?
2017-09-25 18:14 GMT+02:00 Mark Elendt <mark at sidefx.com>:
> I think the copy SOP will automatically partition based on "zones" if
> you turn on "Cache Stamping Geometry".
> In this case, Houdini will evaluate all the stamp parameters and put
> them into mutually exclusive sets. The input geometry will only be
> cooked once for each exclusive set. This works best when copying
> packed geometry I think.
> On Monday Sep 25 at 17:22, Olivier Jeannel wrote:
> > 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
> > 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
> > 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 voilà
> > now for 10 objects distributed on 350000 points it takes under 10s.
> > https://drive.google.com/open?id=0B1QqhXD7Y15qVnBqMVhKeWl0dnc
> > That's my best method for now, but I have now idea if it's worth
> > So how do you guys usually do ?
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> Mark Elendt
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