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Posts posted by malexander

  1. Add a GLSL Shader parameter to the material (Edit Rendering Parameters, Material Option > OpenGL) and put the path to glsl .prog file into the field.

    GLSL shaders are responsible for a lot more than just surface shading, so you need to be careful what GL geometry types you apply the shader to. Any GLSL shader with a geometry shader stage will require a specific GL input type (triangles, lines, points), and be much more restricted as to what they can be applied to (polys, curves, particles). Others have more implicit targets, like a hair shader requiring lines or particle sprites requiring points, but not outright failing if you don't pass it the right geometry.

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  2. I'd start with an animated, deforming sphere, and then emit particles from that. Then import the particles into SOPs and use a Trail SOP to get some of the trails, then further perturb those with low amplitude noise, like a mountain SOP.

  3. If I had to make the decision today to choose a Linux flavour, I'd probably go with Ubuntu 17.10. They've dropped Unity and gone back to Gnome, and also allow other WMs like KDE. I haven't been impressed with the (in)stability of Cinnamon on Mint, and there's also the question of security since the Mint team has made some questionable decisions forking from the main debian branch.

  4. It's usually not worth it unless the price is marginally different from the slower RAM (<5%). Also, if you do buy higher speed RAM than the processor officially supports, you'll need to go into the BIOS/EFI and enable the XMP profile for the RAM in order to take advantage of the RAM. It won't usually give you the rated speed out of the box.

  5. Good luck to them, it's a pretty saturated and shrinking market. They're starting from a pretty distant third position, as their performance/watt is the worst of the big three currently (power consumption is good, performance is not).

    In other news, Intel has also announced a CPU with AMD graphics on chip, which gets simultaneous "about time" and "wth?" reactions from me.


  6. On 2017/09/24 at 2:59 PM, marty said:


    Hoping the viewport display of volumes can be multithreaded. A 1 billion voxel volume just sits on a single thread trying to redraw.

    The only thing that isn't multithreaded in the viewport is the calls to the GL functions to build buffers/textures and issue draw calls - because drivers have enough issues with single-threaded GL dispatch. I suspect what you're seeing is the single threaded texture upload/draw time.

  7. Assemble creates Packed Fragment primitives, while Pack just creates Packed Primitives. A Packed Fragment refers to a portion of an underlying shared geometry. In this case, all the packed fragments will refer to the same geometry, just different parts of it. The viewport can then draw this as a single mesh.

    But when you pack to Packed Primitives, the parts of the geometry you are packing from are extracted into new geometry for each packed prim. When the viewport goes to draw this it sees 7000 separate meshes. This takes much longer to draw as the overhead of sending 7000 batches is a long higher than sending a single batch. It's this overhead that slows things down a lot.

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