I’m working on an installation which has to deal with svg files of maps. Averything works fine except the performaces. Now I have around 10 fps which is worrying. I dig into my huge patch and came to conclusion that it’s SVG Renderer that drags the resource.
SVG files are big (27684 xy vector) but when I use Line (EX9Geometry) with the same SVG file, it doesn’t give performance problem.
Sadly I need to use Polyline(SVG) to play with the animation :( … Any help ??
Don’t think that will work with SVG Renderer, performance vise it’s quite pooor.
I can only suggest you to attach a patch with svg file, maybe there is other way to do that
yes, unfortunately the SVG renderer is CPU based and not very fast. especially not when doing animations.
i would try to extract the data from the SVG and generate a GPU friendly data set out of it to render it with something like the GPU splines contribution:
you could also try to render the SVG with the HTMLTexture node, maybe its a bit faster since it’s chrome based.
@antokhio Awesome !! Thank you very much ! I’m using Rhino to import dxf, make mesh and then export as dae. Everything works fine (except for the problem with holes that needs to be fixed manually…). One question : do you know a way to keep order of group and sub group from svg when turn into mesh ? In rhino it keeps layers but not the group of paths inside layer
Sorry no easy way with sorting sadly…
I don’t know about rhino, what would i do in 3d max, is convert svg to meshes, then i would outline meshes with meshed lines two times, one with smaller size 3d lines, second with higher size (there is square line in max), then i would export that to three different models and did a selct depending on selected index, done proper in max it would not brake order…
It would not have line radius but at list would be in order…
Also obj has an line export option, but that’s not supported vvvv, but that’s not that hard to build a parser in c# or vl