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Rendering distributed FLIP slices using delayed load shader


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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.

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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.

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