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[Closed] SDK Multithreading
Oct 22, 2015 10:09 pm
I have a plugin that needs to run EvalWorldState on an object at every frame on the timeline.
Currently, running that function in a single thread takes a long time because EvalWorldState can be slow on complex rigs/meshes.
Putting EvalWorldState in a separate thread seems to crash no matter what I try…I know max core functions are not threadsafe…so does that mean there’s no way I could ever evaluate INodes in multiple threads? Or is there a clever workaround I just haven’t thought of?