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pshipkov

SOuP Jedi
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Reply with quote  #16 
Thanks for the feedback.
It confirms what i am seeing here.

The new evaluation methods work fine for simple DG structures but fail when complexity increases.
Same can be said for VP2 - good for static geo, bad for moving/deforming/changing one.

The SOup gpuCacher is very useful to speed-up the animation workflow.
What people usually do is hide the gpuCacher(s) and unhide the high-res geo when doing playblasts and anim-renders. This way everybody wins. :)
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combi

First taste
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Reply with quote  #17 
Quote:
The new evaluation methods work fine for simple DG structures but fail when complexity increases.
Same can be said for VP2 - good for static geo, bad for moving/deforming/changing one.


Yes, that's why we start with reasonable simple geometry/rig/deformation in the useCase I described.
But so far, keeping those restrictions in mind, for some areas it has been of great benefit.

Another story is to port all our inhouse custom deformers/nodes to be fully compliant to the new evaluation manager and/or the vp2 deformation pipeline, though.
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