abvfx Posted October 30, 2013 Share Posted October 30, 2013 I guess the title is self explanatory but on the topic im never sure what executes faster in general like chops/vop/sops/expressions etc. I tried looking for a few guidelines but haven't found them. Most people assume expressions are slow to calculate, but i have heard the same thing from Maya users. It is a correct assumption? In my opinion a chf curve just seems quicker in terms of a SDK-type of setup than using a blendpose chop with imports and export nodes. Quote Link to comment Share on other sites More sharing options...
edward Posted October 31, 2013 Share Posted October 31, 2013 The BlendPose CHOP is *definitely* slower. It's designed to do multi-dimensional interpolation (aka scattered interpolation) in ways that it would be nearly impossible to do with expressions alone. Quote Link to comment Share on other sites More sharing options...
abvfx Posted December 20, 2013 Author Share Posted December 20, 2013 I dont know why i never seen this response. This is what i thought but was never sure. I was only going to be using it for 1D interpolation but i still think it isnt faster enough, plus i have to deal with samples. Quote Link to comment Share on other sites More sharing options...
anim Posted December 20, 2013 Share Posted December 20, 2013 you need to take into account the difference between expressions and CHOPs so even though many times you would simply use chf() expression, it's might not be the best option if you have a lot of the channels that need to be remapped and output to different objects or most notable difference is caching that you get for free from CHOPs so expression that evaluates every frame will cause you scene to slow down much quicker than precomputed CHOPs for the whole range and the more time you play the bigger the overall difference as the chops don't need to recompute, just directly output the value, but expressions are still live and need to be computed on then other hand the realtime manipulation may feel faster for expressions even if CHOPs run in timeslice mode (it may differ by case though) for your needs you should compare chf() to Lookup CHOP or Warp CHOP as they do both can remap one value according to lookup table as chf() does and in my test, playback is faster with CHOPs even with only one channel driven by expr/CHOPs just a few things to think about Quote Link to comment Share on other sites More sharing options...
abvfx Posted December 21, 2013 Author Share Posted December 21, 2013 (edited) Cheers Tomas, i never considered the Lookup Chop. Worked perfectly. It will take some scripting to scale it up. Having multiple poses utilizing bones from other poses all wiring into separate Lookup that are fed into a math chop. I wonder if there is a way of utilizing the pose library to create poses and dumping them into a channel chop. More testing i guess. Thanks again. edit:// You dont by any chance know of a faster way of calculating blendshapes? I have used the blendshape SOP but even with an editSOP network it leaves a lot to be desired. I created a SOP VOP that is able to do the same (along with point masking to split shapes up for various zones) but again it leaves a lot to be desired in terms of speed. Edited December 21, 2013 by ab3d Quote Link to comment Share on other sites More sharing options...
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