Daniel Brassard wrote:Interesting, almost a new thread that need to be opened to show that trick in action.
Maybe you can provide a simple example of this (this part of the ICE workflow is still a bit hard for me to grasp)
There's nothing special about it -- it's the way ICE works naturally when dealing with a per-component set of data like PointPosition, instead of a single array of values in the object context. You can see it in my previous scene, where the While node is not nested and uses per-point values for Px, Py, and Escaped. Bottom line: Don't convert data to object arrays unless you need to convert between contexts.
I'm attaching an updated compound so people who aren't on 2013 can play with it too. Just plug it into the root of an ICE tree on an empty point cloud. This one has added parameters for zooming as well as comments so hopefully it is easier to figure out. Apropos the above, you'll notice that after I create the required number of particles with an object array of constant position (0,0,0), I switch to per-point context to calculate and set their final positions in the grid -- a small optimization, I'll admit.
BTW I accidentally forced a refresh this morning in my 100000 iteration scene and it was actually less than 20 minutes to complete. I think I'll try 3000000 tonight.