Hey,
I'm just wondering if it is possible to do a compile-block variant of something like the File Merge SOP – and more importantly, would it result in multi-threaded reading of the slice files? (e.g. each thread would load a single slice/wedge, but in parallel)
cheers
Imre
compiled-block version of File Merge SOP?
2683 4 3- riviera
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Imre Tuske
FX Supervisor | Senior FXTD @ Weta FX
qLib -- Houdini asset library
http://qlab.github.io/qLib/ [qlab.github.io]
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FX Supervisor | Senior FXTD @ Weta FX
qLib -- Houdini asset library
http://qlab.github.io/qLib/ [qlab.github.io]
https://www.facebook.com/qLibHoudini [www.facebook.com]
- jsmack
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- riviera
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Yeah, actually that's what I ended up doing (I'm experimenting with the fastest way of merging particle wedges). I don't know if that's multithreaded, though. But anyway, it's pretty handy!
cheers
cheers
Imre Tuske
FX Supervisor | Senior FXTD @ Weta FX
qLib -- Houdini asset library
http://qlab.github.io/qLib/ [qlab.github.io]
https://www.facebook.com/qLibHoudini [www.facebook.com]
FX Supervisor | Senior FXTD @ Weta FX
qLib -- Houdini asset library
http://qlab.github.io/qLib/ [qlab.github.io]
https://www.facebook.com/qLibHoudini [www.facebook.com]
- martinkindl83
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jsmackhello jsmack
I'm not sure if the file sop is compilable, but the fastest way to load multiple files, by far, is unpacking packed disk primitives. You can create packed disk primitives and set their path in vex now. Then you simply unpack.
any chance you can explain a bit what you meant? i might be a bit slow on this one.
I can see i can bring packed disk primitives with file sop, but thats not what you are talking about.
then i tried filesop with default geo and load it as packed disk primitives, then in vex set the path to my actual geo and unpack. Clearly im missing what you meant in your setup.
Martin
- AhmedHindy
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