MFnMesh gets slow

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Old 03 March 2013   #16
hmmm let me think about this....

- Oh no, it's me -
Old 03 March 2013   #17
can you elaborate how do you know that mesh is getting re-evaluated? by just timing of MFnMesh creation? or do you actually see compute method of the input node kick off?

connect a graph:
sourceMesh -> my node1 -> [my node 2 ... my node 10]

and see if "my node 1" gets evaluated 10 times instead of just 1.
Victor - skinning plugin for Autodesk Maya
Old 03 March 2013   #18
Your right I can't be really sure does mesh node really re-evaluate. I checked it with dgtimer and heatmapping. Source mesh start to take more and more time (according to dgtimer) if I keep adding myNodes. So that's why I think mesh node is re-evaluated every time.
Old 03 March 2013   #19
if you could create a simple MFnMesh - shape node and use that for debugging ?

Feasible ?

- Oh no, it's me -
Old 03 March 2013   #20
I like that idea, that would allow me to see more clearly what really happens. Thanks
Old 03 March 2013   #21
Quote: sciLoop: Why do I need to set output plug to something? I do set it clean but true, I don't give any value for it.

You could try to use the command: "isDirty" in your compute function and control if your output plug is clean or dirty.

If your plug is really clean, there should definitely happen no recomputation.
Old 03 March 2013   #22
I did what Risto suggested and made custom mesh and mesh run it's compute function 4 times in two frames with none of my custom nodes attached and it has two inputs so 4 times makes sense. If attach my two hundred nodes, Maya still calls compute function only four times. Now I actually get very much like results I would expect get with this custom mesh node. Mesh node didn't start to cost more with 200 nodes like it did before with Maya's default mesh node.
Old 03 March 2013   #23
so AD support is the next address ?

btw: is there any history on the mesh node which is causing the unwanted re-evaluation ?

- Oh no, it's me -
Old 03 March 2013   #24
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