If i create geometry with a series of nodes, does locking the geometry optimise the scene at all? just wondering if having one locked off null SOP instead of a tree makes any difference in perform mode?
If there SOPs aren’t cooking every frame already, it won’t make a difference.
I’ve got a lot of geo in my scene and plan to add lots more. I’m looking for a way of turning it off when it’s not needed/visible. At the moment i’m triggering cook on and off with buttons but ideally I’d like it to be automatic. Anyone else using other methods?
The Render parameter on Geometry/Null COMPs is the best way to do this. Note it’s the parameter, not the flag.
Thanks.
Quick question about instancing… I guess it fits into ‘optimisation’.
Is there a way to query an instance number?
I want to have multiple instances of an object following a path. Here’s an example scene. I use three geometry comps to achieve the affect but I’d like to use just one instead.
Cheers,
Tom
instance_id_query.toe (12 KB)
You can get the instance id of an object using the Render Pick CHOP, is that what you mean?
Sorry I’m not sure what render pick does yet. I don’t think it’s what I need though. I have passed a CHOP as the xform CHOP for my geometry instancing. This CHOP contains tx1, tx2 and tx3. I want to have three instances where each instance picks tx(INSTANCE ID) as the transformation of TX. At the moment I have three geometry COMPS and each one selects tx1, tx2 or tx3. I was hoping to do all of this in one geo COMP.
New version with improved shifting attached.
instance_id_query.1.toe (12.2 KB)
I think to do this you will want to create 3 samples in your tx, ty, and tz channels.
Then a Geo COMP using these channels for instancing will create 3 instances, one for each sample. You can convert 3 distinct channels into a single channel with 3 samples using the Shuffle CHOP.
yep, append a shuffle CHOP to trim2, set it to “Sequence every 6th channel”
Ben, the tileviewer of the shuffle CHOP seems broken, it shows a single sample even though it actually sequenced 4 samples
Shuffle viewer looks correct over here, what build are you using?
using b5294. the channels in /project1/shuffle1 are 4 samples long (using mmb), but the viewer shows the single-sample “bar interface” instead of "real/long"channels
shuffle.toe (12.2 KB)
Ok, this is because the input is timesliced (the example I created wasn’t, so it was working for me) and the viewer is going into that mode. We’ll make it a little smarter, thanks for pointing it out.
Many thanks