2011

Table Of Contents
Performance Notes
Here are some notes on the following topics: Rendering, Clone/Reveal Filtering,
Mulit-Shape Editing and Manipulators.
Rendering
Vector Paint uses the normal Composite high performance computation
engine when rendering images used by the nodes connected to its output
(downstream nodes). This provides the best overall performance and
throughput, but can introduce noticeable lag (or latency) when drawing shapes
in a player.
For this reason, in player Tool Output display mode, Vector Paint uses a
low-latency renderer that ensures all interactions are fluid and images are
produced with minimal lag.
You can use this to your advantage depending on the type of interaction you
need. For example, if you need maximal performance and are not creating
strokes interactively, you can connect a Pass-Through tool node to Vector
Paint's output and set a context point on the Pass Through, to view Vector
Paint's output. When rendering large numbers of strokes on large images, this
will produce the highest throughput. The quality and pixel accuracy of both
rendering methods is identical.
Clone/Reveal Filtering
Bilinear filtering has an optimization for situations where only translations
are used that will make it notably faster than the other filters.
Using clone/reveal sources or a background with non-square pixels disables
filtering performance optimizations.
Multi-Shape Editing
When multiple shapes are selected, parameter changes made in the UI will
apply to all selected shapes. The following actions, however, do not follow
this convention and only apply to the primary selected shape:
Changing the Front and Back Color in the Main Tab.
Changing shape and edge gradient points in the Main Tab.
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