I have a couple of questions about proxies:
I've read that they're only loaded in to memory of they're present in a particular bucket, but how can this be true when they may have a contribution to lighting/GI in the scene but not be directly visible in the bucket? I can't actually remember where I read this and it could be complete rubbish/ I remembered it wrong.
Secondly, if the above is true, would there be gains from having many smaller proxy's, rather than one big one.? For instance I'm looking at exporting a crowd sim from Tyflow. The proxy export option only allows for one global export, i.e all characters as one mesh. Presumably this would disallow any intelligent culling (if that's even a thing).
Lastly, is there any way of splitting a proxy in to it's constituent elements, or maybe converting to point cached mesh/meshes? I know Vray 6 allows hiding of elements, so would it be a massively inefficient method to just load the whole crowd proxy many times and hide all but one character? Would this load the whole mesh in to memory and then cull what's not required, or does it just load the required sub-element?
I'm not sure if any of these are worth thinking about and I should just export the whole crowd sim in one and be done with it, but I like to think about these things.
I've read that they're only loaded in to memory of they're present in a particular bucket, but how can this be true when they may have a contribution to lighting/GI in the scene but not be directly visible in the bucket? I can't actually remember where I read this and it could be complete rubbish/ I remembered it wrong.
Secondly, if the above is true, would there be gains from having many smaller proxy's, rather than one big one.? For instance I'm looking at exporting a crowd sim from Tyflow. The proxy export option only allows for one global export, i.e all characters as one mesh. Presumably this would disallow any intelligent culling (if that's even a thing).
Lastly, is there any way of splitting a proxy in to it's constituent elements, or maybe converting to point cached mesh/meshes? I know Vray 6 allows hiding of elements, so would it be a massively inefficient method to just load the whole crowd proxy many times and hide all but one character? Would this load the whole mesh in to memory and then cull what's not required, or does it just load the required sub-element?
I'm not sure if any of these are worth thinking about and I should just export the whole crowd sim in one and be done with it, but I like to think about these things.
Comment