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> -----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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