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Unreal Houdini Engine mulriple geometry instancing

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Posted (edited)

I'm working on the tool, that should scatter some multiple objects as intances.
I'm using Operator Path as an input source. I am able to pass multiple geometry under it in Unreal(as seen on the screenshots).
However I'm getting 1 of 2 cases:
1 - HDA returns correctly instanced geometry(but at each point i have a combined geometry from all inputs)
2 - if I manually delete unneeded geometry in VEX inside copy-to-points loop - I have proper geometry but without instances(each copy is unique)
Is it possible to have multiple input geometry scattered across points with proper instancing.
I've also added the HDA. The primitive wrangle will manually delete geometry but will break intancing(so I turned it off)




Edited by cyhiso

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