large amounts of proxies are a problem inside max. scripting 100K or more instances of instanced proxy chokes max, even with the new proxy point mode (although it helps).
it will render fine, but opening, editing and saving scenes is a nightmare. sometimes scene's simply won't unload causing jam's inside the renderfarm after rendering the scene nicely. 3dsmax simply can't handle large amounts of individual objects.
having this said, i think it's fundamentily wrong to instance large amounts of proxies around as 3dsmax objects. What you really want is a big container in which you store only the locations (3D transform data) for the instanced proxies. At rendertime this array is used to actually render the proxies.
in the workflow you might call it a 'proxy-container'. instance proxies around as you'd normally do, are script them around. But if you're done simply store them inside the container (the container wil read out all the relevant data form the proxies, and deletes the actual proxies resulting in a leightweight container object). maybe inverse-scatter is a better name. script positions directly inside the container would be cool too...
proxies store large amounts of mesh. proxy containers store large amounts of proxies. makes sense doesn't it?
it will render fine, but opening, editing and saving scenes is a nightmare. sometimes scene's simply won't unload causing jam's inside the renderfarm after rendering the scene nicely. 3dsmax simply can't handle large amounts of individual objects.
having this said, i think it's fundamentily wrong to instance large amounts of proxies around as 3dsmax objects. What you really want is a big container in which you store only the locations (3D transform data) for the instanced proxies. At rendertime this array is used to actually render the proxies.
in the workflow you might call it a 'proxy-container'. instance proxies around as you'd normally do, are script them around. But if you're done simply store them inside the container (the container wil read out all the relevant data form the proxies, and deletes the actual proxies resulting in a leightweight container object). maybe inverse-scatter is a better name. script positions directly inside the container would be cool too...
proxies store large amounts of mesh. proxy containers store large amounts of proxies. makes sense doesn't it?
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