Hello SYmek,
Thanks for you're reply. (And yes, i'm quite verbose sometimes in the hopes that i don't have to repeat/or reply back to someone who posts saying, OH you forgot to do **THIS**…, when in reality i DID do **THIS**)
I have to agree i'm probably doing something wrong here.
1. In the Delayed Load Shader Help Docs it says: Replaces the object with the contents of a file at render time.
Above, you warned me definitely to set the RENDER flag to the NULL and not the FILE SOP because it would send the geometry to the ifd TWICE… That makes sense, but it confuses me a bit because I did a test where I took my OBJ GEO node with the delayed load on it and created a SPHERE inside and set the render flag to the sphere. If I render this, the sphere is not rendered. Just the partice disk cache. So is the sphere still being SENT to the ifd along with the “delayed load” particle cache even though the sphere isn't rendered?
2. If i set the “render” flag to the “NULL” inside the delayed load shader GEO OBJ, I get “incorrect” colors and NO AOV's!… So I MUST just not be saving my “particles out to disk” correctly. I thought using a GEO ROP was the correct way to do this but maybe I need to be using a MANTRA ARCHIVE Instead. So I tried to “cache my particle sim” to disk using the “MANTRA ARCHIVE ROP” instead of the GEO ROP, with a path set for the GEO and for the MATERIAL ifd. When I pointed the DELAYED LOAD shader to the geo path and the material ifd path, I IN FACT DID get correct coloring in my render AND my AOV's. SO, I guess this is the correct way to do this.
BUT, If this IS the correct way, it leads me to a few new issues:
1. When making “bulky” sims, I use LOW particle count in POPS and use a WEDGE ROP to change the SEED, and use the {WEDGE} variable in my GEO ROP to export MULTIPLE particle disk caches. HOWEVER, the MANTRA ARCHIVE points to an OBJ and not a SOP. And so the {WEDGE} for changing the SEED wasn't picked up and I could only export ONE disk cache, not multiple like the GEO ROP allowed with the wedge variable.
2. I use a SWITCH SHOP with a RENDERPASS variable, so that I can switch between multiple materials when rendering with different mantra rops, each with different pre/post scripts that use the RENDERPASS var. When I saved out my disk cache with the MANTRA ARCHIVE, and then read that back in with the delayed load, I was only able to render using the “FIRST INPUT” shader, and the others did not work… So i'm guessing the MANTRA ARCHIVE doesn't store all the information involved with the SWITCH SHOP?
So at this point, it seems like I should just “read” everything back in with a file sop, and call it a day, instead of using the delayed load shader. Hopefully, i'm just missing something/doing something wrong because the delayed load shader seems to be a great thing to use to speed up rendering scenes with huge particle counts!
Thanks,
Jonathan