XRM Posted October 27, 2014 Share Posted October 27, 2014 Hi all, I've this huge FLIP sim which I've distributed on 10 farm systems to sim. Now I am able to load them using the loadslice node that houdini creates for distributed sim cache loading. What it does is it basically loads each and every slice and delete repetitive particles. It ia basically using a for each. Now my question is, can we do all of this using a delayed load shader or a instance shader? That will actually use less ram than loading the cache in a file node. Thanks for your help. Quote Link to comment Share on other sites More sharing options...
pbarua Posted October 27, 2014 Share Posted October 27, 2014 You can write all slices into single file to disk then can feed that cache to Delayed Load Shader. Quote Link to comment Share on other sites More sharing options...
XRM Posted October 27, 2014 Author Share Posted October 27, 2014 That will again will be waste of time as the combined cache size per frame is more than 10 Gb. If I have to load everything why wouldn't I just render it instead of saving. You see delayed load is used to cut down the RAM usage. Quote Link to comment Share on other sites More sharing options...
pbarua Posted October 27, 2014 Share Posted October 27, 2014 (edited) When you mesh that it's going to be a single slice anyway unless you want to render points. Edited October 27, 2014 by Pradeep Barua Quote Link to comment Share on other sites More sharing options...
XRM Posted October 28, 2014 Author Share Posted October 28, 2014 Yes I am talking about point renders not mesh. Quote Link to comment Share on other sites More sharing options...
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