im doing the typical thing of emit particles and goaling some shape with a goalpp ramp through lifespann but i didnt know it was so slow! if i turn off goal then its normal calculation , but when turn on its even impossible to wait 100 frames to see what happen with just some thousands particles…I tested same with nparticles and its a bit faster but anyways not enough…
so its normal? or i missed something?
particle goal soooo slow?
Just looking for a little more info in your setup:
Are you using any per-particle expressions?
just a basic goalPP ramp to say when i want particles go to the shape…nothing special , i guess must be normal is so slow when give that goalPP to thousands particles… because did nothing more…
using some kind of color at point attraction i heard is even slower…so im not sure how to make particles get a shape if need thousands or milions to drive them… firstly i made the opposite way emit particles from the shape and then drive them away , but i would like the opposite , emit particles and make them get the shape with a typical goalPP system…but seems totally impossible in this way
Oh man, I was hoping you were doing some sort of Per-particle expressions that might make things slow down. I haven’t used goals on more than a few hundred particles…so never really noticed much of a performance hit.
My only thought, probably stupid, but is there any possibility that the conversion sampler for the ramp could be slower than explicitly setting/incrementing values in an expression?
A runtime expression as simple as this could give you a basic linear ramp increase to test it.:
particleShape.goalPP += .01
If this is noticeably faster it would be hard to believe…but you never know with Maya.
You will get an extreme slowdown as soon as you goalU or goalV exceeds 1.0. At least this was the case I used these expressions laste time. So I deleted the particles if goalU was bigger then 0.98 and everything worked fine.
Good tip haggi about the slowdown for goals greater than 1.
If deleting isn’t an option, you can also just clamp the value as well.
Not 100% sure about the exact syntax right now but I think it along the lines of something like this:
particle.goalPP = clamp(0,1,particle.goalPP+.01);
Again, expressions might be worse all around performance wise…but fingers crossed.
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