Ah, I figured it out. The 'add' method using a wildcard on a MSelectionList is
super slow. If you use MGlobal to fill the list for you, it apparently does it
more efficiently:
start = time.time()
search = "nurbsSphereShape*"
sel = om.MSelectionList()
om.MGlobal.getSelectionListByName(search, sel)
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)
# api = 0.212560892105
On Aug 5, 2012, at 5:36 PM, Justin Israel wrote:
> This is an interesting approach:
>
> start = time.time()
>
> cmds.select('nurbsSphereShape*')
> size = len(cmds.ls(sl=True))
> cmds.setAttr(".castsShadows", *(1 for _ in xrange(size)))
>
> end = time.time()-start
> print end
> # 0.243406057358
>
> ... Though an extra slow down happens if you have to deselect.
>
>
> On Aug 5, 2012, at 5:17 PM, Matt Estela wrote:
>
>> (cc my reply to the group)
>>
>>
>>
>> On Mon, Aug 6, 2012 at 9:16 AM, Matt Estela <[email protected]> wrote:
>> Yeah, again it was a contrived example, in production lighters will
>> definitely be using whatever bizarro wildcards they can muster.
>>
>> As you say it appears to be a core limitation of wildcards, will have to
>> rethink how we let lighters define object selections. In this case maybe we
>> just can't let lighters use wildcards, instead they'll have to pre-define it
>> using sets. Or possibly pre-filtering to specific object types, and running
>> list comprehensions on that.
>>
>> Hmm, houdini's smart bundles would come in handy here... (dynamic sets based
>> on wildcards, they run surprisingly fast)
>>
>> Thanks again for the help Justin, you saved me several days worth of
>> research. :)
>>
>>
>>
>>
>> On Mon, Aug 6, 2012 at 5:15 AM, Justin Israel <[email protected]> wrote:
>> 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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