OdFotan LM

OdFotan

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Code optimisation 2022年12月21日6:25

I am unconsciously thinking of code optimisation lately when I am working in Houdini.
This is not a topic I am particularly familiar with. But I am starting to use the performance monitor a lot more and I want to learn more about it.

To the question of; "is it bad to unnecessarily assign variables to as much things as possible?", I seem to get the answer: No, it is bad to not do that!

I did not expect this.

Is it useful to learn why it is this way and about these things in general? Are there language specific differences? What is a good way to learn about this? Is there an Houdini-optimised way to learn about this?

Thanks for any advice. :-)

Disable compile in Invoke Compile Block?/Invoke HDA|Subnet? 2022年11月22日4:21

martinkindl83
hello mate
any new info on this one?
how did the RFE go?

They misunderstood my feature request. I explained it farther to them; that it is possible, that is basically is what an HDA does, but that I want it without the whole HDA construct around it (just a simple copy of all the nodes in a subnet, or in a 'new kind' of block, then: whatever you want, as long as it functions....), but they didn't respond. So I hope they will take this as constructive criticism. I am not stupid I know what I'm asking and I know what it's worth and I know it's possible because I too can think how a computer thinks and have build a programmers-brain. See the images for my contribution.

animatrix_
You can't circumvent the compiling requirements when you invoke a compiled network. The only thing you can do is to find alternatives or workarounds for non-compileable nodes. Often times it's possible to do this using VEX, etc.

I do not talk about it needing to be compiled. I talk about about such a same thing, but for uncompiled nodes, and not needing it to be compiled at all (no speed benefits asked). That's why I name it a 'Invoke Subnet' RFE or talk about a new type of block altogether.

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Fastest way to compute the closest distance between 2 lines? 2022年11月17日6:15

Hi folks,

I was hoping somebody could help me out.

xyzdist() might look at a whole polygon/surface, but it still has to look from one point; it doesn't look 'from' a whole primitive, if you know what I mean.

See the picture. It isn't a point where the lines nearly intersect.
How to find the closest distance in the most resource-efficient way ?

Thanks.



Edit: preferably in VEX, since I see this ‘primdist’ function in HScript which seems to do what I want, but I am writing VEX because HScript is just for parameters, right?