Hey guys!
Very novice Houdini/TOP network user, so if my question is basic/wrong, I apologize in advance.
I've been following Kenny's PDG for Gamedev tutorial and wanted to modify some of the logic with my own. In his tutorial, Kenny is using a technique of Wedging multiparm asset paths (HDA outputs) and squashing them into a single file (through Geometry Input top Node)which he projects onto a terrain through the HDA in the HDA processor.
So,I've been trying to achieve the same without squashing them into a single file. To do this, the SOP HDA (referenced in the HDA processor) has infinite (9999 max inputs) which inside are iterated on in a For Each Loop. I get my desired result (outside TOPS), but as soon as I put it into a TOP network, even selecting the HDA Processor freezes Houdini.
Is there a more elegant technique that I'm missing or not understanding? Any resources or guidance is appreciated .
P.S 1. Relevant nodes in the attachment are in encompassed in red boxes.
P.S 2. I've lowered the Max Inputs to 11 in the attachments for debug purposes.