On Tue, May 9, 2017 at 1:41 PM Aren Voorhees <are...@gmail.com> wrote:

> Hey Justin - it is applying the gradient correctly.  It seems like the
> vert id list and the point list, do correspond to each other although I'm
> not sure why (don't have Maya in front of me atm so I can't take a closer
> look).
>

If it works as you expect, then can't really argue with that :)


>  Apparently when considering vert ids and points, Maya does it in the same
> order?
>

Well even if that is true, it wouldn't make sense based on your code. You
sort the vert list but not the point list. And somehow that works out.


>
> On Wednesday, May 3, 2017 at 3:08:02 PM UTC-5, Justin Israel wrote:
>
>>
>>
>> On Thu, May 4, 2017, 2:06 AM Aren Voorhees <are...@gmail.com> wrote:
>>
>>> Thanks to you both for the tips - this is what I came up with:
>>>
>>> https://pastebin.com/sRNqxARX
>>>
>>> Now it takes .3 seconds on a 75k vert mesh - pretty good speed increase
>>> I'd say!
>>>
>>
>> Nice job.
>> Does it apply the gradient the way you wanted, considering it is still
>> using a sorted vert list and a color list that is in the order of the
>> unsorted points?
>>
>>
>>>
>>> On Tuesday, May 2, 2017 at 2:50:15 PM UTC-5, Andres Weber wrote:
>>>>
>>>> Also I haven't done ANY timing to see if this actually helps, but
>>>> you're casting a sublist to a set and back to a list...you could get a
>>>> super minor speed up by just doing xrange(selMesh.numVertices()) to get the
>>>> full vertex list.  You're also wasting time with the enumerate and index
>>>> lookup on the second same size list.  You could just zip the two generators
>>>> and normalize on demand by using a generator comprehension for
>>>> pointsDirList and that might speed things up a little.  I'm sure these are
>>>> extremely minimal if at all but just some ideas.  Justin's is going to be a
>>>> huge speed increase I'm sure.
>>>>
>>>>
>>>> On Monday, May 1, 2017 at 5:52:46 PM UTC-4, Justin Israel wrote:
>>>>>
>>>>>
>>>>>
>>>>> On Tue, May 2, 2017 at 9:31 AM Aren Voorhees <are...@gmail.com> wrote:
>>>>>
>>>>>> Ah, got it.  I didn't think about the fact that I was rearranging the
>>>>>> order of the point list, making it not correspond to the vertex list.  To
>>>>>> get it working, my only change was to take out the sorted() on line 14.
>>>>>>
>>>>>> Getting it working brought another issue to light though...it works
>>>>>> really slowly.  In a test just now, it took nearly a minute to run on a 
>>>>>> 4k
>>>>>> vert mesh, which is on the much lower end of mesh size I'd expect this to
>>>>>> be used on.  The slowdown seems to be happening completely in the last 
>>>>>> for
>>>>>> loop starting on line 24.  Any ideas on how I could optimize this?
>>>>>>
>>>>>
>>>>> If you look at the API docs for setVertexColor
>>>>> <http://help.autodesk.com/cloudhelp/2016/ENU/Maya-SDK/cpp_ref/class_m_fn_mesh.html#a7b2000791e09a5ab2759ee23044257a9>,
>>>>> it has this note:
>>>>>
>>>>> NOTE: To change the colors of many vertices, it is more efficient to
>>>>> use the batch updating method setVertexColors()
>>>>> <http://help.autodesk.com/cloudhelp/2016/ENU/Maya-SDK/cpp_ref/class_m_fn_mesh.html#ac87fe328d734133476d0ae30796c7400>
>>>>>  instead.
>>>>>
>>>>> So you could build the color and vertex arrays up front, and then make
>>>>> one call to set the colors.
>>>>>
>>>>>
>>>>>>
>>>>>>
>>>>>> On Monday, May 1, 2017 at 3:24:47 PM UTC-5, Andres Weber wrote:
>>>>>>>
>>>>>>> The problme is that you sorted the points list (and got it out of
>>>>>>> order from the original vertex list) and then used that to as the basis 
>>>>>>> for
>>>>>>> building your normalized list of values.  So, ignoring optimization or
>>>>>>> anything, just put the comprehension on the for loop at line 19: for 
>>>>>>> val in
>>>>>>> [p[1] for p in pointsList]
>>>>>>> instead of reusing the pointsDirList that you used to determine the
>>>>>>> min/max.  That should get it back to working.
>>>>>>>
>>>>>>> On Monday, May 1, 2017 at 3:10:00 PM UTC-4, Aren Voorhees wrote:
>>>>>>>>
>>>>>>>> I have an old script that assigns vertex colors to a mesh, based on
>>>>>>>> the vert's position (can be used to create worldspace gradients - 
>>>>>>>> useful
>>>>>>>> for world position offset vertex animation in real-time applications).
>>>>>>>> Anyway, I'm working on re-writing this tool using the python API to
>>>>>>>> hopefully make it quicker on dense meshes.  This is my first time 
>>>>>>>> really
>>>>>>>> trying to use the api, so I'm kind of stumbling my way through it.  
>>>>>>>> I've
>>>>>>>> found a way to get the point positions and a list of vertex IDs on a 
>>>>>>>> given
>>>>>>>> mesh.  However, those two lists don't correspond to each other so when 
>>>>>>>> I
>>>>>>>> run the below code, it doesn't assign the right vert colors to the 
>>>>>>>> correct
>>>>>>>> mesh.  Is there some way I can make the two lists, or two sets of
>>>>>>>> information match together to fix this issue? (Note: Currently I'm just
>>>>>>>> trying to create a Y gradient which is why I am just getting 2nd value 
>>>>>>>> for
>>>>>>>> each point).
>>>>>>>>
>>>>>>>> https://pastebin.com/s3fGRPNG
>>>>>>>>
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