Hi all, new to the forums and new to Houdini although I have a long history in Maya, I have never really gotten much into simulation until now. I've been messing around with the shelf beach tank to make a simulation of waves for a project I'm working on, but I'm a bit stuck on the caching phase.
Currently I have a file cache for my fluidcompress and then one for after my particlefluidsurface that then goes to render. Everything seemed to be okay, but I wasn't really able to scrub the timeline without long cook times seeming to come from the Import DOP I/O node. Rendering with Renderman also would get stuck on generating scene.
I saw that you can save to disk right in the DOP I/O, but I'm going with a final particle separation of about 0.07, ending up in 6 hour cache times and 100+ GB for 150 frames. I'm guessing this is normal? My machine is 32 GB RAM with a Ryzen 7 2700X CPU. Just don't want to waste time and space on something that was not the best solution.
I am left wondering if instead of the DOP I/O node I should be using a filecache after the delete_boundary_layer node, since that node seems to get rid of a lot of unneeded particles? Or maybe I am supposed to be caching in the beachtank_initial geo after the wavetank? Before the OUT null? I was under the impression that once I've cached the compression node that Houdini would have all the information it needs to render the surface that comes after and wouldn't need to "cook OP" the import_fields from the DOP I/O.
TL;DR Just caching compressed and particlefluidsurface I'm getting long cook times when going to new frames, so where else should I be caching before that to speed things up? I've attached a screen of my node tree to show what I mean.
Thanks in advance, really trying to wrap my head around the best practices and make sure I am not missing a step somewhere.