I’m basically trying to prevent parts of my network from cooking on input change unless I hit a Reset parameter. Normally, a feedback would be a great option of course, but I’m using read-write shader for the feedback myself. I thought that maybe having a feedbackPOP at the beginning of my network with play==off would do the trick, but it’s also cooking every frame. I hope I described my needs comprehensably!
There is probably an easier way, but I think I got what you were trying to do working by adding an extra layer of time, pausing it and using a force cook.
clicking cook does one evaluation cycle. restart resets it.
pop_cookstep.toe (4.4 KB)
cool,
I can also build what I need using the lock method on POPs, but I was hoping there’s a different indented path.
The workflows may be equivalent, though personally I find requesting a single evaluation via op.cook() to be less semantically fiddly than using python to unlock and relock a node and hoping that the desired number of evaluations happened between the two
edit: when i first saw your post the first thing i did was go to see if the cachePOP has a ‘Replace Single’ pulse par like the cacheTOP. This would seem to me to be the more traditionally TD way of doing this.