Ya, in some cases you can't beat the python commands module if you are only
doing a single command. Most of the work is happening behind the scenes in C++.
The wildcard searches just appear to be beasty no matter what.
But considering you didn't need a wildcard pattern, and instead just want to
say "Apply to all nurbsSurface objects under this root:
#
# cmds
#
start = time.time()
sel =cmds.listRelatives('|set', ad=True, type="nurbsSurface")
for each in sel:
cmds.setAttr("{0}.castsShadows".format(each), 1)
end = time.time()-start
print ('cmds = %s' % end)
# ** cmds = 0.290652990341 **
#
# api
#
start = time.time()
sel = om.MSelectionList()
dagFn = om.MFnDagNode()
mObj = om.MObject()
dagIt = om.MItDag()
sel.add("|set")
sel.getDependNode(0, mObj)
dagIt.traverseUnderWorld(True)
dagIt.reset(mObj, dagIt.kDepthFirst, om.MFn.kNurbsSurface)
while not dagIt.isDone():
curr = dagIt.currentItem()
dagFn.setObject(curr)
dagFn.findPlug("castsShadows").setBool(False)
dagIt.next()
end = time.time()-start
print ('api = %s' % end)
# ** api = 0.117326021194 **
On Aug 5, 2012, at 7:01 AM, matt wrote:
> Hmm... did some experimenting. Using your example as a base, I compared
> modifying the castsShadows attr on 8000 spheres. I have them grouped in the
> following way:
>
> `-- set
> |-- a
> | |-- nurbsSphere0001
> | |-- ...
> | `-- nurbsSphere4000
> `-- b
> |-- nurbsSphere4001
> |-- ...
> `-- nurbsSphere8000
>
> I get very similar results for both api and maya.cmds. Interestingly, I get
> an incredible slowdown depending on how specific/general I am with the search:
>
> search = set|*|*|nurbsSphereShape*
> api = 27.6180000305
> cmds = 27.018999815
>
> vs
>
>
> search = nurbsSphereShape*
> api = 0.956000089645
> cmds = 0.403000116348
>
>
> This is my first few hours playing with openmaya, already made some silly
> mistakes (defining function-sets inside the loop is waaaay slower than
> outside the loop), but wondering if there's something else I'm missing...
> would appear wildcards should just be avoided at all costs. Here's my
> contrived example:
>
>
>
> import maya.OpenMaya as om
> import maya.cmds as cmds
> import time
>
> #search = "set|*|*|nurbsSphereShape*"
> search = "nurbsSphereShape*"
>
> print ("search = %s" % search )
>
> # API based
> start = time.time()
>
> sel = om.MSelectionList()
> sel.add( search )
> iter = om.MItSelectionList(sel)
> depFn = om.MFnDependencyNode()
> mObj = om.MObject()
>
> while not iter.isDone():
> iter.getDependNode( mObj )
> depFn.setObject(mObj)
> depFn.findPlug("castsShadows").setBool(True)
> iter.next()
> end = time.time()-start
> print ('api = %s' % end)
>
> # maya.cmds based
> start = time.time()
> sel = cmds.ls( search )
> for each in sel:
> cmds.setAttr("{0}.castsShadows".format(each), 1)
> end = time.time()-start
> print ('cmds = %s' % end)
>
>
>
>
> On Sunday, August 5, 2012 9:14:06 AM UTC+10, matt wrote:
> Wow, definitely seems worth investigating. Thanks for the code snippet and
> timing info!
>
> On Sunday, August 5, 2012, Justin Israel wrote:
> As a random example...I created a nurbsSphere, and just simulated looping
> over 5000 objects and setting and attrib.
>
> import maya.OpenMaya as om
> import time
> import maya.cmds as cmds
>
> sel = om.MSelectionList()
> om.MGlobal.getActiveSelectionList(sel)
> iter = om.MItSelectionList(sel)
>
> obj = om.MObject()
> depFn = om.MFnDependencyNode()
>
> start = time.time()
> for i in xrange(5000):
> iter.getDependNode(obj)
> depFn.setObject(obj)
> depFn.findPlug("tx").setInt(4)
> end = time.time()-start
> print end
> # 0.0979061126709 seconds
>
> start = time.time()
> for i in xrange(5000):
> name = "nurbsSphere1"
> cmds.setAttr("{0}.tx".format(name), 4)
> end = time.time()-start
> print end
> # 0.261173009872 seconds
>
>
>
>
> On Aug 4, 2012, at 12:22 PM, Justin Israel wrote:
>
>> Some of the big speed increases are using the iterators and not having to do
>> a bunch of string operations on dag paths. And the math speedups from using
>> the OpenMaya objects with operators.
>>
>> Your best bet it to just profile some small tests. You can easily make use
>> of the python `timeit` module to check the difference in speed of operations.
>>
>>
>>
>> On Aug 4, 2012, at 10:53 AM, matt wrote:
>>
>>> Apologies for the crosspost for anyone on maya_he3d, only remembered this
>>> group existed seconds after I posted over there... Have tried to edit and
>>> re-word for you smart people. :)
>>>
>>> Short version:
>>> Would using the python OpenMaya module give big speed gains for selecting
>>> thousands of objects and modifying their attributes?
>>>
>>> Long version:
>>> We have a python based, text based render pass submission tool for lighters
>>> at work. One of its core functions is grabbing whatever geometry is defined
>>> by a lighter, and setting attributes. This sometimes means adding
>>> attributes first (or connecting our custom attribute node), then setting
>>> them.
>>>
>>> We're getting into the situation where we have _very_ heavy scenes, with
>>> thousands of objects. Normally our system will process these scenes within
>>> a minute or two per frame, if lighters use wildcards, eg 'set:tree*', that
>>> can jump to maybe 6 mins per frame. Not too bad.
>>>
>>> Things get messy with our alembic style heirachical geo format. It can
>>> contain many sub-objects, which our maya plugin doesn't allow us to list or
>>> search for sub-objects names easily. Thus, if a lighter wildcards to the
>>> sub-object level, eg "set:*|leaves*", the only safe way to do that is to
>>> process every object, then every sub-object, unsetting atts those objects
>>> which AREN'T leaves, and setting attrs on those objects which ARE leaves.
>>> When this happens, processing jumps to 3 hours per frame. Yuck!
>>>
>>> In the short term we're getting lighters to be more careful with wildcards,
>>> in the mid term getting assets collapsed down so they're not so name and
>>> sub-object heavy, and in the long term getting our geo plugin more
>>> inspectable. So that's good.
>>>
>>> I was curious though.... could this be helped in the short(ish) term by
>>> re-writing that part of the code with the OpenMaya module? I recall reading
>>> there's many things which are faster, a few which are slower, and fewer
>>> still which have no OpenMaya equivalent and can only be done in mel/python.
>>> I have a sneaking suspicion one of those slow things was something
>>> fundamental like selection, but I'm hoping I'm wrong.
>>>
>>> Was curious if the basic idea of 'yeah, manipulating hundreds of objects
>>> and their attributes is N times faster with OpenMaya' is worth pursuing.
>>>
>>> -matt
>>>
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>>
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