Instanced geo on 500K particles - ipr wont load

Houdini Integrated Plugin

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OuterGamut
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I'm having some hangups with octane instancing - the ipr basically stalls out when trying to preview the instanced geo.

There is about 540k+ points with orient, pscale and v on them. The geo has about 500 faces. @instancepath is setup to point at a null in the same obj sop.

I have not been able to get an image to load up on a 3090. Any advice or best practices to make this work?

The instance node previews some of the instanced geo then fades into bboxes so the path seems to be working.
blobbybarack
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In the same geo Sop ?
As far as i know you should target instances at object level in order to load your object into memory.
Both points and loaded object must be set with blue flag on but your can use "Hide Object in Render" in Octane Tab to hide your instance source.
blobbybarack
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Oh and i have no idea if @instancepath works....i'm always using @instance and working like a charm.
blobbybarack
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test scene in the link bellow with 500000 instances.
https://www.dropbox.com/s/3neu56sz12jw8 ... w.hip?dl=1

Oh and i add some kind of Instance Color workflow to it....maybe you will have to redirect a path to your setup....
In matnet1>octane_vopnet1 set the Texture_Instance_Color1 image path to the correct path something like C:/Program Files/Octane_2021.1.4.0_Houdini_18.5.759_Win64/tex/rgb4k_map.ppm to get the correct color.
OuterGamut
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Thanks!

I am trying it out though my first go of changing the instances to /obj/ level resulted in the same stalled IPR. Digging into your test file now.
Attachments
Screenshot_1.png
Screenshot_1.png (1.96 KiB) Viewed 2318 times
OuterGamut
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Well, pretty easy to see why mine was not working. I was using the Instance sop at the end of it all on top of the instance path created in vex. That instance sop def breaks octane.
OuterGamut
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jitters.gif
Well I got this rendering but the final render has some wild jittering on all the instances - I have a flip of the whole thing looking just fine so it seems this is happening at render with the instancing. Is this a known issue? How can I fix it - The scene is set to full reload every frame.
OuterGamut
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nojitters.gif
The flip with no jitters
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juanjgon
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Can you share the scene to take a look at it here?

Thanks,
-Juanjo
blobbybarack
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just a guess....do you have a constant flip point count....like do you simulate with reseeding off ?
If no you should sort your point count according to the id attribute to get consistent result using instance .
Oh and correct me if i m wrong but flip do not export all the needed attributes to get correct orientation (as they are initially made for remeshing)...nothing you can t tackle or fake but i would investigate this in a first place...take a look to the standard instances attributes ....things like Up(VECTOR),N(VECTOR),rot(QUATERNION),orient(QUATERNION).

And what is your second Gif preview ? packed primitive using copy sop ?
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