A wedge node generates 10 workitems, each with a different @rand attrib value.
A Geometry Import is connected and its Sop Path parm is set to a Box whose scale parm is driven by the @rand attrib.
The Geometry Import is set to evaluate with work item attributes, so that it produces Box variations.
I experience the following issues:
- Geometry Import produces a geometry with dozens of Point GROUPS. These are a waste and totally unnecessary, and they are probably causing some cooking overhead too. How to avoid generating them?
I can't find any option.
- I just need to output in-process variations of a Sop Geometry, using some pdg attributes. Is there a better setup than the example I made?
- If I increase the resolution of the box, Houdini would simply quit, after attempting to cook the top network for a while.