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post VOPSOP operations on delayed load particle sims


R_cyph

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Hey,

I ROP'd out a few wedges of a particles sim I'm working on. I have loaded them into 5 geometry nodes in a subnet. The problem is in my origial dev I was doing some post VOPSOP operations on the .bgeo at sop level. Since the delayed load geo nodes are OBJ level I can't do this. HELP!

Edited by R_cyph
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Anybody want to chime in here? I'm sure tons of you have done lots of great particle sims!

I want to do VOPSOP operations on my particle sims after I've wedged it out. This doesn't seem possible with the delayed load shader workflow. Could I bring in each wedge with a file sop and just do my vopsops after that then merge all the wedges at the bottom of the chain? This way I can just work on 1 wedge in viewport and have the render flag at the merge. Is mantra gonna barf with 500 000 000 particles doing it this way?

Edited by R_cyph
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  • 6 months later...

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