Delayed load instancing (Light-Link)
Was able to solve after Mr Ron pointed me to the problem, it was really simple... The Instance container did not have Light Mask parm installed...
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=22157

Camera, Depth of Field
Since there were cameras in place, wanted to see how it looked with depth of field.
Read up on depth of field...
http://en.wikipedia.org/wiki/Bokeh
http://www.sidefx.com/docs/houdini11.0/rendering/depthoffield#id199588

It was really easy create DOF, had a manipulator in the viewport to adjust the focal distance! Not sure whether Maya had that, but definitely don't remember it being intuitive. Focal distance and focal length happen to be totally different things, focal distance is the distance where objects come into focus while focal length is basically zooming in and out, guess that's pretty important to know.
Changed the F-Stop values just for fun.

Fly-Through Renders
Refined and added more fill/rim lights into scene, still far from getting done as there were a lot more dark spots or unlit areas after rendering a fly-through with and without motion blur. Was also playing around with the linear, cubic, bezier, ease-in out functions to control the camera movement. Initially had them rendered out but forgotten to feed RestPosition node in rock_02 material causing swimming textures... made to render again.
FlyThru_Render_v001
FlyThru_Render_v001_mblur
Sharing Session
Mr Ron introduced PyroFX and explained the features and little on it's inner working. Got to go through those information myself and hopefully I'll be able to write them out here soon.
1) Fields in Dynamics & Fields in PyroShader
2) SSS inside of PyroShader
3) PyroSolver, enter channel editor? (Difference between cubic, beizer, ease-in/out functions)
4) Advanced Tab within PyroFX (Various algorithms used for calculation)
5) RBD Object as Source (Has velocity parms)
6) Vector fields to achieve desirable volume shape?
7) Adding displacement to simulations on shader level (Install Shelf: FX Tools, old school tool back in 2008)
Felt they were extremely useful, looking forward to more sharing!
Other questions:
1) Creating a radial velocity field on a ground surface and as soon as density data enters it, they will be pushed outwards. Creating that velocity field...
Using particles + vorticles to emit radial, fetch that into DOP later.
2) Can "Gas Resize Fluid" on low-res smoke be reused and input to up-res smoke?
Just merge them and fed to both solvers.
3) Rock material acting weird when adjusting ramp parm.
Append "normalize" before "ramp parm", values output by "vectortofloat" may be at a huge range so this will bring that range down 0 to 1. At the same time, how to view values coming out of a node... using a "print" node, but it requires me to have the Houdini Console open!
...
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