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So I have been doing some speed testing and I've run into a result that I don't understand. My understanding of how Maya decides what to compute is that when you dirty a plug all the dependent downstream plugs become dirty.
Then if the viewport/UI/getAttr calls for one of those dirty plugs, it recomputes the upstream plugs that are marked dirty, but when it reaches a node whose output is not dirty, it doesn't re-compute it, it just uses the existing value.
Below is a simple scene to reproduce the weird result I was getting. I modified cluster2 so the downstream nodes were marked dirty. Then because the viewPort requested the outMesh for the sphere geo it recomputed cluster3, cluster2 but then for some reason it also computed the upstream nodes as well.
I feel like I'm going crazy, because this is different from everything I've seen before.
Solved! Go to Solution.