From what I've read and thougth pointclouds are fully loaded into memory because they are not partitioned…(a few sentences about TBF here

That makes them pretty useless in big scenes.
That's why they use octrees in prman and some other. Octree is a mipmapped structure for efficiently wrangle pointclouds, and prman has it for a couple of years now.
Also…this octree is easy to implement and there are some ready and free pieces of c++ code on the net.
So…if houdini has quite mature pointcloud functions now, where is this octree thing 8) ?
It's funny, pointclouds are used to make rendering faster and more memory efficient, and now in houdini they are not as useful because of this tiny little lack of tree :shock:
This subject comes from time to time without any solution.
Can you put some raytraced area light on it
