Attached, a simple script that leverages the new feature able to bake displacement modifiers into proxies.
The script is only meant to illustrate the process, it comes with no support, and it's unlikely it will be updated, save for major issues or changes.
I, the author, or Chaos Group take no responsibility for any issue that may arise from using it.
You're free and encouraged to modify and redistribute it, provided it stays free of charge.
What it does:
*) It's able to bake the selected nodes, or all the nodes, with a displacement modifier applied into a V-Ray proxy.
*) It can optionally set up the renderer so it does the least work to get the vrmeshes out.
*) It can optionally re-import the proxies in place of the original geometry, crucially without animation support.
*) The operation is undoable.
What it doesn't do:
*) The vrmesh names are built from the original nodes' names. As the script won't change characters in node/filenames, If the node name contains filename-unfriendly characters, the process will fail, and the script will crash.
F.e.: "my node // 1234$$>" will crash the script.
This also applies to writing rights and such.
*) The script does not support animation, controllers, custom properties or hierachies. If the node to export is animated, consider replacing it manually, and properly. Or consider expanding the script to do so.
*) The script will only render the proxies from whichever camera is currently selected/main. Doing so for multiple cameras would produce multiple vrmesh files, and the substitution of those in the scene would have to be done in accordance to which camera was seeing them. This is best left to someone's specific needs, and pipeline. Alternatiovely, if a displaced object is seen from different cameras, which produce different meshes (i.e. displacement is set to per-pixel), it's likely more convenient to not bake it.
*) The script needs to make instances unique, lest entropy ate filenames. Feel free to avoid the step and change the logic as needed.
Recommendations:
*) Consider saving out just the nodes to bake, and process the saved file.
It's not strictly necessary, the script allows undoing.
However, if the operation was very long, things may happen, and data may get lost.
*) The script always overwrites the VRMeshes in the destination folder. Ensure you're ok with that.
The script in action can be seen here.
The script is only meant to illustrate the process, it comes with no support, and it's unlikely it will be updated, save for major issues or changes.
I, the author, or Chaos Group take no responsibility for any issue that may arise from using it.
You're free and encouraged to modify and redistribute it, provided it stays free of charge.
What it does:
*) It's able to bake the selected nodes, or all the nodes, with a displacement modifier applied into a V-Ray proxy.
*) It can optionally set up the renderer so it does the least work to get the vrmeshes out.
*) It can optionally re-import the proxies in place of the original geometry, crucially without animation support.
*) The operation is undoable.
What it doesn't do:
*) The vrmesh names are built from the original nodes' names. As the script won't change characters in node/filenames, If the node name contains filename-unfriendly characters, the process will fail, and the script will crash.
F.e.: "my node // 1234$$>" will crash the script.
This also applies to writing rights and such.
*) The script does not support animation, controllers, custom properties or hierachies. If the node to export is animated, consider replacing it manually, and properly. Or consider expanding the script to do so.
*) The script will only render the proxies from whichever camera is currently selected/main. Doing so for multiple cameras would produce multiple vrmesh files, and the substitution of those in the scene would have to be done in accordance to which camera was seeing them. This is best left to someone's specific needs, and pipeline. Alternatiovely, if a displaced object is seen from different cameras, which produce different meshes (i.e. displacement is set to per-pixel), it's likely more convenient to not bake it.
*) The script needs to make instances unique, lest entropy ate filenames. Feel free to avoid the step and change the logic as needed.
Recommendations:
*) Consider saving out just the nodes to bake, and process the saved file.
It's not strictly necessary, the script allows undoing.
However, if the operation was very long, things may happen, and data may get lost.
*) The script always overwrites the VRMeshes in the destination folder. Ensure you're ok with that.
The script in action can be seen here.
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