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bake enmesh to proxy, as per vraydisplacement?

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  • bake enmesh to proxy, as per vraydisplacement?

    i assume that under the hood the geometry/data generated by the two modifiers for passing to the renderer is similar?

    in which case it would be fantastic if a vrayproxy export could be added to enmesh in the same way it was for displacement?

    i would very much like to have the output of the modifier to play with!

  • #2
    Unfortunately that doesn't look doable.
    In the same way 2d displacement can't be baked out (as it's never quite a whole mesh as such), enmesh isn't ever a full mesh (or it would eat up too much RAM).
    Lele
    Trouble Stirrer in RnD @ Chaos
    ----------------------
    emanuele.lecchi@chaos.com

    Disclaimer:
    The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.

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    • #3
      ahh thats a shame

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      • #4
        It is.
        Here's a sample to prove there are no "triangles" as such:
        The 32 primitives are constituents of the 2d displacement, surely not enough to represent the rendered surface if they were triangles instead.

        Click image for larger version

Name:	image.png
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ID:	1166660​Compare to the displacement being 3d, and in the static memory pool:
        Click image for larger version

Name:	image.png
Views:	119
Size:	817.8 KB
ID:	1166661
        Lele
        Trouble Stirrer in RnD @ Chaos
        ----------------------
        emanuele.lecchi@chaos.com

        Disclaimer:
        The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.

        Comment


        • #5
          i wont pretend to understand what those "not triangles" are and how a fully realised render can be done without actual real geometry, . ill just chalk it up to witchcraft and be done with it ..

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          • #6
            do you (or anyone) happen to know of a script or plugin that can tile and deform one mesh over another like enmesh does, but with "real" geometry? ive seen a method using uv unwrapping, morpher modifier and skinwrap, but it doesnt really make a clean result with watertight meshes etc..

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