evanrudefx Posted December 21, 2018 Share Posted December 21, 2018 (edited) hey, I am varying some random instances through the use of a switch node, copy to points, and a foreach loop. Once you start instancing large amounts, the foreach loop starts to get really slow. I can speed this process up by using a compile block. The problem is it stops varying the instances from my switch node and only scatters one of the objects. If you toggle on/off enable compiling, you can see it switch between varying and not varying. I know the problem has to do with my point expression in the switch sop. I tried adding a spare parameter like the documentation suggested, but I must be doing something wrong. Any ideas? thanks testc.hip Edited December 21, 2018 by ejr32123 Quote Link to comment Share on other sites More sharing options...
Sepu Posted December 21, 2018 Share Posted December 21, 2018 (edited) Here is a fix, also have a look at this Also look at Toad blog if you want a short version https://www.toadstorm.com/blog/?p=493 testc_2.hip Edited December 21, 2018 by Sepu 1 Quote Link to comment Share on other sites More sharing options...
evanrudefx Posted December 21, 2018 Author Share Posted December 21, 2018 Thanks, I thought there might be another way other than adding all those begin block/compile nodes. I guess that is the way to go! Quote Link to comment Share on other sites More sharing options...
anim Posted December 26, 2018 Share Posted December 26, 2018 On 12/21/2018 at 6:25 PM, ejr32123 said: Thanks, I thought there might be another way other than adding all those begin block/compile nodes. I guess that is the way to go! a more flexible way would be to pack every individual shape piece beforehand, pass as a single geo and then just isolate piece you want per point within foreach this will give you flexibility of having any number of shapes without having to modify your network testc_3.hip 2 1 Quote Link to comment Share on other sites More sharing options...
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