Is this error has been fixed? I have the same problem with localsheduler and Arnold shaders.
Warning: Bad node type found: arnold::standard_surface in /obj/mat_arnold/arnold_trees_black.
Error: Unknown operator on load "standard_surface1.def".
Unknown operator on load "standard_surface1.parm".
Unknown operator on load "standard_surface1.userdata".
Is there any specific way to force TOPs reading Houdini paths? I have errors while outputting geo from tops if the scene has Arnold shaders.
Warning: Bad node type found: arnold::standard_surface in /obj/mat_arnold/arnold_trees_black.
Error: Unknown operator on load "standard_surface1.def".
Unknown operator on load "standard_surface1.parm".
Unknown operator on load "standard_surface1.userdata".
Warning: Bad node type found: arnold::standard_volume in /obj/mat_arnold/arnold_simple_fog.
Error: Unknown operator on load "standard_volume1.def".
Unknown operator on load "standard_volume1.chn".
Unknown operator on load "standard_volume1.parm".
Unknown operator on load "standard_volume1.userdata".
I want to render Pyro sim with particles. The usual workflow would be to advect particles by Pyro vel, but as I need only one frame and billions of particles, just looking for a simpler and more efficient way
tamte definitely explore hengine point procedural, especially as auto procedural on object node, it's much more convenient than having to constantly recache, especially if the operation performed is fast like changing attrib values
Thank you very much. It seems like a solution. Of course, it sounds crazy to make a new HDA just for such purpose but trying to make it happens. Man, I miss Krakatoa)) Thanks!
Yeah, it's possible to save particles with all attributes, but you see, that's the point - when you have such big data, you save only main portion of them. Because when it took 24 hours and 1TB of disk space and if you need to change little color again, it's crazy unproductive to have another saving/rendering round. Anyway, thank you for a proposition, will keep searching.
Hello guys, there are so many old threads how to render the big amount of particles, I'm guessing maybe there are some modern approaches in newer Houdini versions?
Here is my workflow: I have saved 100 mln of particles (pos, vel, color)
It takes 3 min to render and 30GB of Ram if I load them by Load SOP. It takes 2-3 times quicker if I use Delayed Load Shader. But it's hard to use it coz I have procedural particle scale, dynamically changing colors by vex, etc in SOP level. Re-make everything in shader seems too complicated in my case.
Also, I tried Packed Disk Primitive in Load SOP. But to make color, pscale changes I must unpack it and performance drops like loading file as usual geometry.
Any other suggestions how to deal with big point counts? Maybe there is any more modern way?