Author Topic: Heightfield generate from Use shader and multithreaded / multithreading  (Read 134 times)

Offline D.A. Bentley

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Just wanted to ask if anyone else would find it helpful to have a multi-threaded version of the Heightfield generate node?  I for one do this technique all the time to bake out a bitmap (EXR) from some DEM data using the Heightield generate node, and the Use shader input.  It takes a long time even when baking out an 8k map, and I do 16k, and 32k maps.

If more TG users find this would be useful, Planetside may consider adding it to their list of features to work on in the near future.  Just a thought...

Derek

Offline D.A. Bentley

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Re: Heightfield generate from Use shader and multithreaded / multithreading
« Reply #1 on: August 22, 2018, 12:54:32 PM »
Just an example:  Tried generating a 32k map and after 15 hours of processing, I came back into work and it was only at 78% done.  I sure would love to be able to take advantage of this Threadripper machine for Heightfield Generate.  Seems like a task that could be broken up in chunks for multithreading to work.

 

anything