Is it possible?
I'm currently doing a scene with very many high-detail screws, scattered via mParticles on top of each other.
Now I got two problems:
1) I need to split up the particles and make each particle an actual screw in the scene that I can move around by hand. Basically baking the particles in seperate meshes and then replacing that meshes with my VRayProxy (They are only around 400 so it should be fine performance-wise)
2) I need to have displacement on every single one of the screws (All the same, all instances)
How would I go about that?
At the moment replacing the screw particles at rendertime via VRayInstancer works fine, but I need to be able to move every single screw and I need the displacement.
I'm currently doing a scene with very many high-detail screws, scattered via mParticles on top of each other.
Now I got two problems:
1) I need to split up the particles and make each particle an actual screw in the scene that I can move around by hand. Basically baking the particles in seperate meshes and then replacing that meshes with my VRayProxy (They are only around 400 so it should be fine performance-wise)
2) I need to have displacement on every single one of the screws (All the same, all instances)
How would I go about that?
At the moment replacing the screw particles at rendertime via VRayInstancer works fine, but I need to be able to move every single screw and I need the displacement.
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