is there a way to optimaize a tree in houdini, in XSI oyu can “Freez” the modeling operators,
do we have something like this in houdini to compress some nodes that we dont use or care?
i am doing a roller coster to learn Houdini, but it get to a point that take to much time to “Sweep” a geometry that has several nodes.
i put the file i am working. (It is the Rail Holder part that slows down)
optimizing the geometry inside a tree?
4512 5 1- pelos
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- tamte
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you can set the lock flag on any sop node to cache the geometry
the inputs of that sop are then ignored and cached geometry is used instead
the great advantage is that the upstream nodes do not have to be deleted, so you can unlock the node at any time to recook all the input nodes
the inputs of that sop are then ignored and cached geometry is used instead
the great advantage is that the upstream nodes do not have to be deleted, so you can unlock the node at any time to recook all the input nodes
Tomas Slancik
FX Supervisor
Method Studios, NY
FX Supervisor
Method Studios, NY
- moonlightkiss
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You can write the file out to disk - use a Render Output Driver SOP or File SOP to write it to disk, then use a File SOP to bring it back in. Then you dont have to cache anything. If you lock the node (the red flag second to the left on any SOP node) you are basically making that geometry part of the file which can cause file bloat. If that's not a concern then go for it.
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- pelos
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- keyframe
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When you lock a sop, you are essentially embedding the geometry data inside the .hip file – much like ‘importing’ a model in Maya or XSI.
Using a rop_geometry, and file-sop combination allows you to do the same thing (ie: freeze a tree at a certain point), but still retain small .hip files that are easier on resources…
G
Using a rop_geometry, and file-sop combination allows you to do the same thing (ie: freeze a tree at a certain point), but still retain small .hip files that are easier on resources…
G
- pelos
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