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I did it in Blender by projecting the main mesh onto the instances, but it requires a lot of subdivision of the main mesh to get the "clean sphere cutouts". So the result is as slow as yours. But I have the slow CPU
@@dfhdgsdcrthfjghktygerte That is the thing. In houdini, the PrimitiveDeform node requires no subdivision and is realtime.
I did it in Blender by projecting the main mesh onto the instances, but it requires a lot of subdivision of the main mesh to get the "clean sphere cutouts". So the result is as slow as yours. But I have the slow CPU
@@dfhdgsdcrthfjghktygerte That is the thing. In houdini, the PrimitiveDeform node requires no subdivision and is realtime.