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Found 2 results

  1. Wrangle Cook Time

    Hello ! I noticed that the Last Cook info to know how long the node has cooked for is "wrong" for Wrangle Nodes. This can be seen easily when using the Performance Monitor to get the real data When we look at the values in the Performance Monitor itself, we can see that the Last Cook Time for a Wrangle Node is actually only the Output VEX Code step. This seems to ignore the whole attribvop step. This doesn't occur for other nodes, such as the blast or delete nodes. Is this an expected behavior regarding the Wrangle Nodes ? Attached is the test file, where I compare the speed of four methods to isolate the points I want. 1 - blast, cook time 0.189s 2 - delete, cook time 1.193s 3 - wrangle (pt), cook time 0.56ms ("real" is 1.632s) 4 - wrangle (detail), cook time 0.13ms ("real" is 4.189s) At first, I thought "hey, wrangles are sooo much faster than even the blast node, so why not use them always instead" But then, I noticed that the wait time I felt when cooking the node was a bit longer on the wrangle, despite the Cook Time telling me otherwise. This is what sparked this whole investigation wrangleCookTime.hipnc Thanks !
  2. POP H13 Self Collision

    Hey everyone, I know this question has been asked before but I don't think the answers have been really satisfying. So here it is again: I'm trying to create a self collision effect like the way that nParticles do so easily (see link below) http://youtu.be/gfkDZQD-Hbo I'd like to be able to do it without RBD or FLIP, just by using the new POPdop, because I know how to do it in the old pop but it's quite slow and I like the new POP system much better. It'd be great to be able to consider the radius Per Particles so copy stamping could be simplified. I think it could be even used to make snow/sand sim. Would it involve writing some codes in a wrangle POP? Thanks everyone for helping
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