I'm working on a big destruction scene in Houdini, and the lighter is using Maya + Arnold, and a cloud rendering service. I'm trying to figure out if there's any way to efficiently get all of these glass shards & debris instances to the lighter for rendering.
Things that don't seem to work:
- Alembic export from Houdini. As raw geometry, the caches are super massive, and when using packed geom it creates many many thousands of objects in Maya, and object per debris piece, which seems too heavy to be a viable option.
- ASS files exported from Houdini. I was hoping that the ASS files could maintain some internal instancing efficiency, but it seems like HtoA is converting all of the instanced geom into regular raw data. I've tried exporting the results of a Copy To Points & an actual Instance object, and they both result in large ASS files that grow as the emission grows. So they don't seem to actually maintain any instancing internally.
Is there some way to get this to work, or some good option that I haven't considered? I really don't want to have to do a bunch of bespoke instancing work in Maya to get the results to match what I'm getting in Houdini, and that would seem to be a pretty shoddy workflow in general.
I've also exported the individual instance objects as small individual ASS files, in case there's any way to just cache out the particles to an ASS, and get them to load the little ASS instances based on particle attributes or something. Haven't seen anything in the docs along those lines though.
Any input/ideas would be much appreciated. Thanks! :-)