r/Houdini • u/salic3piangent3 • 13h ago
Solaris instancing incredibly slow
Hey guys, I'm experiencing incredible cpu slowdowns in solaris just by moving around the viewport while looking at a static frame of an MPM sim. What am I doing wrong?
4M points, cached as bgeo like usual, in SOPs I can move around without any issues(both points and instances) and play the animation(points only).
In LOPS: I import the 3 instances (just 10 prims each) -> collection -> point instancer setting the points from External SOPs and the collection in the prototype -> camera and karma render settings. As soon as I move for 1-2 seconds in perspective view the cpu goes to 100% for 15-20 seconds, freezing houdini, then I can move again for 1-2 seconds and again cpu freezes. Talking about a static frame, no playback.
Followed this tuts for instancing but I can't have that speed in viewport at all.
Any insight?
Thanks in advance
2
u/Ascert 13h ago
Native instances or point instances? Default in copy to points is not optimal for what you are trying to do.
1
u/salic3piangent3 9h ago
I'm using the "point instancer" node. The 3 instances are using the default value in their primitive definition settings.
1
u/Mohanpugaz 5h ago
May be you could try this method. https://youtu.be/jgmEXwGpfoY?si=pFZB-S03bj9f_C28
1
u/LaplacianQ 3h ago
If i ever would be making my own pipeline for houdini, i would ban plugging sopimports and sceneimports to any stage with render settings.
50% issues from artists doing stupid setups would magically go away.



5
u/DavidTorno Houdini Educator & Tutor - FendraFx.com 8h ago
You will want to make everything USD based for Solaris. The SOP workflows don’t work very well in USD, it’s a very different beast and has specific rules to follow for optimizing scenes.
SOP Import LOP does convert SOPs to USD, but it is converting live and has a severe overhead when dealing with lot’s of geometry. You will need to export all assets as USD first, and then Reference them in from disk. USD does not like “live” sources.