Re: ICE Tree UI takes ages to load and locks up.
@Diana Thank you as always :) @Luceric Thanks for the suggestion, it was already off. Right now just compounding random groups before saving is making re-opening the scene and tree much less painful. And then just explode them. @Jason I'm considering what to do with it after I finish it. Though I'll probably need to make it more ICE adept, since this is a blueprint and some procedures I'm using are not for this context. Another side question. As the tree grows, having the ability to select connections becomes hazardous since one can easily disconnect something and not notice and then, chase around tail to find it. Any way to only be able to select the connections near the ports? Thanks! On Fri, Aug 14, 2015 at 3:35 AM, Jason S jasonsta...@gmail.com wrote: (Oops! empy post was an inadvertant Ctrl-Enter) @ Diana Indeed, looks great for page turns, or progressively rolling up things, and hope would be submitted to Rray! :) (and we can see 26fps in one of them which seems quite snappy) @Luceric I wonder what might have made you think of that ;) or if anyone ever tried turning it on, to not turn it off just as soon as dragging anything to the tree (and see fonts dissapear) In contrast, I don't think anyone would ever want to turn it off if it didn't do that, as an otherwise not at-all taxing to display performance than cleartype, and allows to actually read text when even slightly zoomed out, or make out words from birds eye views. Which may be the reason why pretty-much all ICE screen-shots are taken 100% zoom-in (with maximized views for larger trees) or not taken at all. (to not have most text immediatly become almost like garbled chicken scratch) Greetz! On 08/13/15 22:25, Jason S wrote: On 08/13/15 19:02, Luc-Eric Rousseau wrote: Try turning off high quality text in the render tree options, if you have that turned on. Or turn it on if you're on ati On 08/13/15 9:18, Diana David wrote: :)The last 3 GIFs are quite interesting! - Com os melhores cumprimentos, Kind Regards, [image: www.dianadavid.net] http://www.dianadavid.net - 2015-08-12 23:05 GMT+01:00 pedro santos probi...@gmail.com: @Olivier I haven't sent to anyone else to try it. I'm assuming is a UI generation issue and not GPU the UI doesn't go blank, the whole application locks up instead. @Matt For the operations I'm doing I need these many nodes. I've already done other bend deformers too and of course I didn't needed all this indeed ( http://prntscr.com/83y066 ). I'm trying to get with something a bit more evolved but mainly it's a code blueprint. So I can test ideas faster than I would with code. The parts that are repetitive are already compounds, since again, this is a code blueprint I'm interested in convert those into functions. I've seen people using matrix to convey operations (Delta Mush compound was like that I think). But this operation is not very linear. Things go up and down the several streams of processing, so I don't know who to do matrix transformation would help in this case. It did help to just compound some sections. Just do hide out some things, and the tree started to load faster. Thanks. @Jason S Just like I said to Matt, I did that and it helped. Though I'm avoiding do it to everything since like I mentioned I need to pull data from many places and having the thing a bit more flatter helps. I also don't like to set value and call them locally beause this is a blueprint and the advantage over code is that I can immediately inspect what is being used where. By the way the ICE execution is very smooth. One of the reasons I moved out of LW after being 90% done there( http://prntscr.com/83y3rv ) , in ICE that is not problem. Just the UI load that was showing as problem, unlike LW where it loaded in 1 sec. Thanks for the tips. Here's the additional gifs I ended up cooking :) Cheers -- *--[image: http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro Alpiarça dos Santos Animator 3DModeler Illustrator http://probiner.x10.mx/ http://probiner.x10.mx/*
Re: ICE Tree UI takes ages to load and locks up.
:)The last 3 GIFs are quite interesting! - Com os melhores cumprimentos, Kind Regards, [image: www.dianadavid.net] http://www.dianadavid.net - 2015-08-12 23:05 GMT+01:00 pedro santos probi...@gmail.com: @Olivier I haven't sent to anyone else to try it. I'm assuming is a UI generation issue and not GPU the UI doesn't go blank, the whole application locks up instead. @Matt For the operations I'm doing I need these many nodes. I've already done other bend deformers too and of course I didn't needed all this indeed ( http://prntscr.com/83y066 ). I'm trying to get with something a bit more evolved but mainly it's a code blueprint. So I can test ideas faster than I would with code. The parts that are repetitive are already compounds, since again, this is a code blueprint I'm interested in convert those into functions. I've seen people using matrix to convey operations (Delta Mush compound was like that I think). But this operation is not very linear. Things go up and down the several streams of processing, so I don't know who to do matrix transformation would help in this case. It did help to just compound some sections. Just do hide out some things, and the tree started to load faster. Thanks. @Jason S Just like I said to Matt, I did that and it helped. Though I'm avoiding do it to everything since like I mentioned I need to pull data from many places and having the thing a bit more flatter helps. I also don't like to set value and call them locally beause this is a blueprint and the advantage over code is that I can immediately inspect what is being used where. By the way the ICE execution is very smooth. One of the reasons I moved out of LW after being 90% done there( http://prntscr.com/83y3rv ) , in ICE that is not problem. Just the UI load that was showing as problem, unlike LW where it loaded in 1 sec. Thanks for the tips. Here's the additional gifs I ended up cooking :) Cheers On Tue, Aug 11, 2015 at 3:06 AM, Jason S jasonsta...@gmail.com wrote: I don't know, but isn't massiveness (or massive looking graphs) very dependant on how elaborate processes are, and how low-level nodes are used? In this case the end-result looks like there's no interpenetration however much 'twisted' are meshes (or looks like a 'smart bend') And I've seen ICE trees that looked very neat at the top, while having several levels of subgraphs that had considerable amounts of things at each level, which I'm sure when all expanded into one tree would make-up quite some trees, (not speaking of execution time which sometimes seems completely unrelated) Speaking of which, have you tried just collapsing entire graph chunks into compounds (at the top level) ? On 08/07/15 20:08, Olivier Jeannel wrote: Looks massive to me ;) Have you tried on another computer ? Just an idea : Could be a graphic card driver problem. Le 7 août 2015 19:05, pedro santos probi...@gmail.com a écrit : Hi, I'm doing a bend deformer in ICE The tree has grown, but I don't think it's something too massive: http://prntscr.com/80jx9k The UI always locked up a little bit, but I could load it eventually, but my last version simply doesn't load :/ I tried to use the new ICE interaction mode buttons but to no avail. The execution is actually smooth, It's the tree loading that bring it to its knees. In the last days I exclamated Doh! whenever I entered a compound, because when I got out of it back into the main tree the same slow loading. Any clues to what might be the problem? Thanks! Pedro / probiner Here's some demo gifs I was cooking before I got locked down... -- *--[image: http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro Alpiarça dos Santos Animator 3DModeler Illustrator http://probiner.x10.mx/ http://probiner.x10.mx/*
Re: ICE Tree UI takes ages to load and locks up.
Try turning off high quality text in the render tree options, if you have that turned on. Or turn it on if you're on ati
Re: ICE Tree UI takes ages to load and locks up.
(Oops! empy post was an inadvertant Ctrl-Enter) @ Diana Indeed, looks great for page turns, or progressively rolling up things, and hope would be submitted to Rray! :) (and we can see 26fps in one of them which seems quite snappy) @Luceric I wonder what might have made you think of that ;) or if anyone ever tried turning it on, to not turn it off just as soon as dragging anything to the tree (and see fonts dissapear) In contrast, I don't think anyone would ever want to turn it off if it didn't do that, as an otherwise not at-all taxing to display performance than cleartype, and allows to actually read text when even slightly zoomed out, or make out words from birds eye views. Which may be the reason why pretty-much all ICE screen-shots are taken 100% zoom-in (with maximized views for larger trees) or not taken at all. (to not have most text immediatly become almost like garbled chicken scratch) Greetz! On 08/13/15 22:25, Jason S wrote: On 08/13/15 19:02, Luc-Eric Rousseau wrote: Try turning off high quality text in the render tree options, if you have that turned on. Or turn it on if you're on ati On 08/13/15 9:18, Diana David wrote: :)The last 3 GIFs are quite interesting! - Com os melhores cumprimentos, Kind Regards, 2015-08-12 23:05 GMT+01:00 pedro santos probi...@gmail.com: @Olivier I haven't sent to anyone else to try it. I'm assuming is a UI generation issue and not GPU the UI doesn't go blank, the whole application locks up instead. @Matt For the operations I'm doing I need these many nodes. I've already done other bend deformers too and of course I didn't needed all this indeed ( http://prntscr.com/83y066 ). I'm trying to get with something a bit more evolved but mainly it's a code blueprint. So I can test ideas faster than I would with code. The parts that are repetitive are already compounds, since again, this is a code blueprint I'm interested in convert those into functions. I've seen people using matrix to convey operations (Delta Mush compound was like that I think). But this operation is not very linear. Things go up and down the several streams of processing, so I don't know who to do matrix transformation would help in this case. It did help to just compound some sections. Just do hide out some things, and the tree started to load faster. Thanks. @Jason S Just like I said to Matt, I did that and it helped. Though I'm avoiding do it to everything since like I mentioned I need to pull data from many places and having the thing a bit more flatter helps. I also don't like to set value and call them locally beause this is a blueprint and the advantage over code is that I can immediately inspect what is being used where.
Re: ICE Tree UI takes ages to load and locks up.
On 08/13/15 19:02, Luc-Eric Rousseau wrote: Try turning off high quality text in the render tree options, if you have that turned on. Or turn it on if you're on ati On 08/13/15 9:18, Diana David wrote: :)The last 3 GIFs are quite interesting! - Com os melhores cumprimentos, Kind Regards, 2015-08-12 23:05 GMT+01:00 pedro santos probi...@gmail.com: @Olivier I haven't sent to anyone else to try it. I'm assuming is a UI generation issue and not GPU the UI doesn't go blank, the whole application locks up instead. @Matt For the operations I'm doing I need these many nodes. I've already done other bend deformers too and of course I didn't needed all this indeed ( http://prntscr.com/83y066 ). I'm trying to get with something a bit more evolved but mainly it's a code blueprint. So I can test ideas faster than I would with code. The parts that are repetitive are already compounds, since again, this is a code blueprint I'm interested in convert those into functions. I've seen people using matrix to convey operations (Delta Mush compound was like that I think). But this operation is not very linear. Things go up and down the several streams of processing, so I don't know who to do matrix transformation would help in this case. It did help to just compound some sections. Just do hide out some things, and the tree started to load faster. Thanks. @Jason S Just like I said to Matt, I did that and it helped. Though I'm avoiding do it to everything since like I mentioned I need to pull data from many places and having the thing a bit more flatter helps. I also don't like to set value and call them locally beause this is a blueprint and the advantage over code is that I can immediately inspect what is being used where. By the way the ICE execution is very smooth. One of the reasons I moved out of LW after being 90% done there( http://prntscr.com/83y3rv ) , in ICE that is not problem. Just the UI load that was showing as problem, unlike LW where it loaded in 1 sec. Thanks for the tips. Here's the additional gifs I ended up cooking :) Cheers
Re: ICE Tree UI takes ages to load and locks up.
@Olivier I haven't sent to anyone else to try it. I'm assuming is a UI generation issue and not GPU the UI doesn't go blank, the whole application locks up instead. @Matt For the operations I'm doing I need these many nodes. I've already done other bend deformers too and of course I didn't needed all this indeed ( http://prntscr.com/83y066 ). I'm trying to get with something a bit more evolved but mainly it's a code blueprint. So I can test ideas faster than I would with code. The parts that are repetitive are already compounds, since again, this is a code blueprint I'm interested in convert those into functions. I've seen people using matrix to convey operations (Delta Mush compound was like that I think). But this operation is not very linear. Things go up and down the several streams of processing, so I don't know who to do matrix transformation would help in this case. It did help to just compound some sections. Just do hide out some things, and the tree started to load faster. Thanks. @Jason S Just like I said to Matt, I did that and it helped. Though I'm avoiding do it to everything since like I mentioned I need to pull data from many places and having the thing a bit more flatter helps. I also don't like to set value and call them locally beause this is a blueprint and the advantage over code is that I can immediately inspect what is being used where. By the way the ICE execution is very smooth. One of the reasons I moved out of LW after being 90% done there( http://prntscr.com/83y3rv ) , in ICE that is not problem. Just the UI load that was showing as problem, unlike LW where it loaded in 1 sec. Thanks for the tips. Here's the additional gifs I ended up cooking :) Cheers On Tue, Aug 11, 2015 at 3:06 AM, Jason S jasonsta...@gmail.com wrote: I don't know, but isn't massiveness (or massive looking graphs) very dependant on how elaborate processes are, and how low-level nodes are used? In this case the end-result looks like there's no interpenetration however much 'twisted' are meshes (or looks like a 'smart bend') And I've seen ICE trees that looked very neat at the top, while having several levels of subgraphs that had considerable amounts of things at each level, which I'm sure when all expanded into one tree would make-up quite some trees, (not speaking of execution time which sometimes seems completely unrelated) Speaking of which, have you tried just collapsing entire graph chunks into compounds (at the top level) ? On 08/07/15 20:08, Olivier Jeannel wrote: Looks massive to me ;) Have you tried on another computer ? Just an idea : Could be a graphic card driver problem. Le 7 août 2015 19:05, pedro santos probi...@gmail.com a écrit : Hi, I'm doing a bend deformer in ICE The tree has grown, but I don't think it's something too massive: http://prntscr.com/80jx9k The UI always locked up a little bit, but I could load it eventually, but my last version simply doesn't load :/ I tried to use the new ICE interaction mode buttons but to no avail. The execution is actually smooth, It's the tree loading that bring it to its knees. In the last days I exclamated Doh! whenever I entered a compound, because when I got out of it back into the main tree the same slow loading. Any clues to what might be the problem? Thanks! Pedro / probiner Here's some demo gifs I was cooking before I got locked down... -- *--[image: http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro Alpiarça dos Santos Animator 3DModeler Illustrator http://probiner.x10.mx/ http://probiner.x10.mx/*
Re: ICE Tree UI takes ages to load and locks up.
I don't know, but isn't massiveness (or massive looking graphs) very dependant on how elaborate processes are, and how low-level nodes are used? In this case the end-result looks like there's no interpenetration however much 'twisted' are meshes (or looks like a 'smart bend') And I've seen ICE trees that looked very neat at the top, while having several levels of subgraphs that had considerable amounts of things at each level, which I'm sure when all expanded into one tree would make-up quite some trees, (not speaking of execution time which sometimes seems completely unrelated) Speaking of which, have you tried just collapsing entire graph chunks into compounds (at the top level) ? On 08/07/15 20:08, Olivier Jeannel wrote: Looks massive to me ;) Have you tried on another computer ? Just an idea : Could be a graphic card driver problem. Le 7 août 2015 19:05, "pedro santos" probi...@gmail.com a écrit : Hi, I'm doing a bend deformer in ICE The tree has grown, but I don't think it's something too massive: http://prntscr.com/80jx9k The UI always locked up a little bit, but I could load it eventually, but my last version simply doesn't load :/ I tried to use the new ICE interaction mode buttons but to no avail. The execution is actually smooth, It's the tree loading that bring it to its knees. In the last days I exclamated "Doh!" whenever I entered a compound, because when I got out of it back into the main tree the same slow loading. Any clues to what might be the problem? Thanks! Pedro / probiner Here's some demo gifs I was cooking before I got locked down...
Re: ICE Tree UI takes ages to load and locks up.
Looks massive to me ;) Have you tried on another computer ? Just an idea : Could be a graphic card driver problem. Le 7 août 2015 19:05, pedro santos probi...@gmail.com a écrit : Hi, I'm doing a bend deformer in ICE The tree has grown, but I don't think it's something too massive: http://prntscr.com/80jx9k The UI always locked up a little bit, but I could load it eventually, but my last version simply doesn't load :/ I tried to use the new ICE interaction mode buttons but to no avail. The execution is actually smooth, It's the tree loading that bring it to its knees. In the last days I exclamated Doh! whenever I entered a compound, because when I got out of it back into the main tree the same slow loading. Any clues to what might be the problem? Thanks! Pedro / probiner Here's some demo gifs I was cooking before I got locked down...
Re: ICE Tree UI takes ages to load and locks up.
You have too many nodes. I've made bend deformers in ICE, and didn't need that many nodes to do it. You should try optimizing your logic and use nested compounds wherever logic is repeated. also look to do your math differently such as working with matrices instead of primitive values or vectors. That'll allow you to do the same work with fewer nodes. Matt Date: Fri, 7 Aug 2015 18:05:20 +0100 From: pedro santos probi...@gmail.com Subject: ICE Tree UI takes ages to load and locks up. To: Softimage Mailing List softimage@listproc.autodesk.com Hi, I'm doing a bend deformer in ICE The tree has grown, but I don't think it's something too massive: http://prntscr.com/80jx9k The UI always locked up a little bit, but I could load it eventually, but my last version simply doesn't load :/ I tried to use the new ICE interaction mode buttons but to no avail. The execution is actually smooth, It's the tree loading that bring it to its knees. In the last days I exclamated Doh! whenever I entered a compound, because when I got out of it back into the main tree the same slow loading. Any clues to what might be the problem? Thanks! Pedro / probiner