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jens_martensson
Hi
So these nodes are doing a lot of work, and documentation is very basic.
Great examples would describes the connection between choices a user does and the result of those choices.

Feels like we should have example files of how to
- Import Geometry, how does attributes travel from SOP's to USD (LOP's)
- Packed Geometry, different ways of getting them in, as a lot of content is coming from there
How to prepare your packed geometry vs geometry to retain Name and Path from SOP's
Where do my attributes end up?

- Point Instancer, different examples of the three main modes, first input, second input (all prims) and second input (selection)
- How to hide exemplars?
- How to use name attribute to copy exemplars on to specific points

So what I am asking for is more examples how to use it, beyond copying a pigheads to points

Examples I would love to see
ForEach loading from SOP's and generating Exemplars
A layout that moves and changes number of Exemplars
And all the examples we had during the beta period, they where great

Thanks
jens_martensson
And, how to hide an instance in USD using point attributes, tried ‘hidden’, “visibility”
Can do it with a LOP Wrangler, based on some arbitrary attribute from SOP, but it seams like
something somebody would do a lot
Cheers
cwhite
From https://www.sidefx.com/docs/houdini18.0/solaris/sop_import.html#packed_prims, [www.sidefx.com] SOP Import will translate the packed prim visibility intrinsic (e.g. from Packed Edit) to the equivalent USD visibility setting. For point instancers, that's the invisibleIds attribute
jens_martensson
Hi Chris
Thanks, I do wanna have a deeper dive then just that
Sop Import is the point of failure in many cases when asset brought into Lops from Houdini and not some external usd library
So having a lot of examples helps, and more technical documentation where attributes end up in Lops is crucial for most Houdini artist to learn how to use Lops. I hope this makes it more clear, when I mean more docs and examples
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