R_cyph Posted August 2, 2013 Share Posted August 2, 2013 (edited) 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 August 2, 2013 by R_cyph Quote Link to comment Share on other sites More sharing options...
R_cyph Posted August 8, 2013 Author Share Posted August 8, 2013 (edited) 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 August 8, 2013 by R_cyph Quote Link to comment Share on other sites More sharing options...
R_cyph Posted March 7, 2014 Author Share Posted March 7, 2014 Camman guys any help>? Quote Link to comment Share on other sites More sharing options...
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