3D Model Particle Repelling
I created this very rudimentary patch based on Bonemap's genius creation that was shared on FB recently.
My question is this. Whenever I start moving the repelling object (blue circle), the load size goes up more than 100%, and the video becomes glitchy. What am I doing wrong...? It is because the 3D model is a sphere? Thank you for your advice in advance:)
In general the ‘gravity field’ feature is processor heavy. You can mitigate the load by reducing the number of active particles and/or limiting their overall life span. You can also reduce the load by setting Isadora preferences to a lower FPS and lower General Service Task option. The capacity to use the ‘gravity field’ excessively will depend on the capability of the computer you are using.
May I ask what are the specifications of the computer you are using?
Thank you, Russell!
I'm using MacBrook Pro (2019), 2.3 GHz 8-core intel core i9. Is that info you need?
Is that info you need?
Thank you for sharing your patch. It is super cool!
I was able to reduce the load maximum of your patch on my computer (MacBook Pro 2.4 GHz 8-Core Intel Core i9) to around 55%. I did this by reducing the frame rate to 15fps and the General Service Tasks to 15 per frame, Display Refresh Lock:Scaled. I reduced the polygon count of the sphere by simplifying it. This also reduced the load, as image representation follows. The sphere on the left is the one you are using. The sphere in the middle is a simplified version with less triangles. The right one is a circular plane with very few triangles.
Using these methods I was able to leave the Pulse trigger at 600hz and the particle count at 50000 with a 32 second overall lifespan for each particle. The playback appeared very smooth and fluid on a HD display.
Thank you so much! This makes a lot of sense.
I was also playing with the values of "gf res h" and "gf res v" and reduced them down to 240 and 135. This also reduced the load size down to about 70%.
I was also playing with the values of "gf res h" and "gf res v" and reduced them down
Great! so there is even more efficiency possible!