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Saved Cached Code


LaidlawFX

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If you create shaders in vops you should check on Saved Cached Code toggle on in the type properties, at the bottom of the basic tab.

It will compile your shader upon saving your otl. This will increase the size of your otl significantly like several hundred kb to a megabyte, which hardly matters... but when you go to load dozens to hundreds of the otl in your scene it does not need to compute the vops, saving tons of ram space. This can make vops shading in production nearly equal to vex coding, since they both now read from compile code... just don't try and read the auto built vex code, it certainly ain't as clean as typing it out the old school way.

Well worth the simple flip of a switch, if you never heard of it. I also think it is a very new add on, which is why I wanted to share. It made me happy.

Edit: It even comes with a lovely sticky note inside of it! SideFX your so cool...

This network does not display vop nodes because it is using vex code cached in the HDA definition. Thus, it does not need vops to generate code.

To see the vop nodes, please unlock this network using "Allow Editing of Contents" in the right-mouse button menu

Lol, I did notice a minor hiccup when you modify a parameter and you do not allow editing of contents first, the interface will appear to spill it's guts everywhere.

Edited by LaidlawFX
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