Note: This is the current workflow for Houdini 19.5.605 and Octane 2022.1.1. This may change in future releases.
overview
Geometry instancing allows you to reference the values/attributes of one model, and “duplicate” the asset with far less overhead, allowing for scenes with millions to billions of polygons, capable of being rendered on a consumer GPU. This of course comes with limitations and caveats.
For a holistic guide on instancing, Toadstorm has a brilliant write up:
An Even Longer-Winded Guide to Instancing in Houdini
accessing attributes for non instanced materials
Of course if you have a small scale scene, you could simply keep the geometry live, and your attributes will work without issue. With heavy scenes this becomes unwieldly fast, but for everything else, it should do the trick.
This example scene is basic, a grid of points with two random attributes, one vector, one float. A material is added after the copy to points. Note your attributes and primitive count, this is live geometry.