This tutorial looks at the techniques for rendering millions of particles.

This second part looks at how to write out variations of the particle simulation as cached geometry, and then how to bring these in at render time using a Mantra Delayed Load shader. It looks at the constant shading of the particles and then at adapting the constant shader to produce shadowing.

A project file is available from sites.google.com/site/pqhoudinitutorial/

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