samadoni
hi,

I found the shell node quiet slow to operate, is it possible in the future to have it multi-threaded or something?
Does this node relie on UVs to identify the shell?

My practical case would be for a random color leaves variance (vertex color) and in that case the shell node is bottlenecking the process.

I'm trying to find some effective ways for doing this, i'm aware of some of the other techniques like randomizing the uvs with script etc but still slow to compute.
So if you have some better effective solution (speed wise) it would be great.

thanks
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pshipkov
The shell node is not exactly a performance beast.
Not much can be done about it, but will add a note to my to-do list.
In the meantime, if you can pass along a scene I can take a look at, may be able to suggest another - faster - approach.
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samadoni

here is a simple setup with a volume noise to control the percentage of variance.

In this scene i have only 100 shells to make things fast, if you duplicate and combine lets say 10 times, so 1000 shells it will start to shock a little.
Of course for a tree scenario, i will have to deal with a much higher number of shells. 

thanks

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samadoni
i was thinking about something, a progress bar on some nodes could be a good help for such setup if possible.
Not knowing when computation will end usually tends to make me kill maya.
But if i know that i have to wait let's say 1min it's better than nothing. 
  
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