
christopher keegan
rucustar
About Me
EXPERTISE
Generalist
INDUSTRY
Gamedev
Houdini Skills
BEGINNER
Procedural Modeling | Animation | Cloth | Lighting
Availability
I am currently a student at DigiPen
Recent Forum Posts
HOW do you CACHE PROCEDURAL WATER to optimize LOPS? Aug. 5, 2025, 1:12 a.m.
- HOW do you CACHE PROCEDURAL WATER to optimize LOPS?
I can only render in spurts of 200 frames before I run out of memory. So I have been caching in bursts of 200 frames, which takes about two and a half hours.
It is already cached on the SOPS level, but I read that if your LOPs animation has a clock streaming down your node tree, it means that it's unoptimized.
I conducted a test and cached 200 frames of a procedural ocean. But neither the memory issue nor the render time seems to be any better. Sometimes it simply stops rendering, which correlates with the memory maxing out.
- HOW do you CACHE PROCEDURAL WATER for LOPS?

QUESTION=> How do I optimize a scene with animated parts in LOPS? especially something as memory taxing as water simulations?
I can only render in spurts of 200 frames before I run out of memory. So I have been caching in bursts of 200 frames, which takes about two and a half hours.
It is already cached on the SOPS level, but I read that if your LOPs animation has a clock streaming down your node tree, it means that it's unoptimized.
I conducted a test and cached 200 frames of a procedural ocean. But neither the memory issue nor the render time seems to be any better. Sometimes it simply stops rendering, which correlates with the memory maxing out.
- HOW do you CACHE PROCEDURAL WATER for LOPS?
QUESTION=> How do I optimize a scene with animated parts in LOPS? especially something as memory taxing as water simulations?
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Redshift versus Solaris/Karma-FluidSurfaceExtend issue WaveT July 10, 2025, 4:40 p.m.
I figured it out. Although making a materialX node tree would likely work, the easiest solution was to copy over the material trees on the object level into the material library and use RStoUSD. probably a newby question.
Redshift versus Solaris/Karma-FluidSurfaceExtend issue WaveT July 7, 2025, 5:39 p.m.
I am trying to get Wave Tank to extend its surface for Redshift. I have read that you cannot render using Redshift within Solaris for something like waves as there is no procedural shader the way there is for Karma unless you rewire everything for USD/MaterialX.
I have been trying to replicate the result I got with Karma on the Object level with no success.
It will only show the Wave Tank, or it will show the flat extension with the influence mask. It doesn't seem to be able to show the deformation on the fluid_surface_extended geometry.


I have been trying to replicate the result I got with Karma on the Object level with no success.
It will only show the Wave Tank, or it will show the flat extension with the influence mask. It doesn't seem to be able to show the deformation on the fluid_surface_extended geometry.