> -----Original Message-----
> From: owner-xsi(at)Softimage.com
> [mailto:owner-xsi(at)Softimage.com] On Behalf Of Eric Lampi
> Sent: 06 May 2005 23:55
> To: XSI(at)Softimage.com
> Subject: Re: Maya Particles.. My thoughts.
>
> Anyone have some insight as to what the Perlin Noise function
> does? It seems more a deformer, less of a force.
>
> Any way to write additional "flavors" of noise?
>
> Also, anyone ever work out a way to import PTP files into Maya?
>
> Eric
>
>
> --- Felix Gebhardt <gebhardt(at)betacarotin.de> wrote:
> >
> > Hmm, good question. I just can give some ballpark figures.
> Something
> > in complexity like the Particle Attractor example in the
> SDK docs as a
> > compiled command, still wrapped in a scripted PEvent!, is
> 2.5 times as
> > fast.
> >
> > Now if you have something like a simple operator projecting
> particle
> > positions on a polymesh terrain where you would build a quadtree
> > structure in C++ and hold on to this data across
> evaluations it really
> > takes off. Don't nail me on it as I haven't done any explicit
> > comparison but I would say 50 times speedup for a 20k mesh.
> >
> > F.
> >
> > Vince Fortin wrote:
> >
> > >Now I wonder how much faster exactly compiled ops
> > run compared to
> > >scripting considering you're rewriting almost
> > everything.
> > >
> > ---
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>
> Freelance 3-D Animator, F/X Artist, Particle Man
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