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unlimited amount of proxies; the proxy container

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  • #16
    well, my tests so far, with around 150k objects (proxies) in the scene do NOT slow max down at all (2008-64).
    unless, of course, one tries selecting and modify the properties (name downward) of them.
    I am in the end going for a multiple objects approach, which seems to be working the best.
    Whether that's the best approach i don't know, but it's pretty flexible and usable for stuff that needs no change (bushes and trees, for instance).
    possibly a one-object container would make it easier, but i'm going to be using x-refs, ad that's just fine for this scenario.
    thanks for the constructive critiques
    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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    • #17
      Its already done by VrayScatter www.rendering.ru

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      • #18
        Originally posted by AlexDuche View Post
        Its already done by VrayScatter www.rendering.ru
        And it's nodelocked, and costs $400, and as already discussed it probably struggles to do more than 500k instances. We factored it into the cost of a project coming up so i'll be able to see then I guess!

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        • #19
          Originally posted by ^Lele^ View Post
          well, my tests so far, with around 150k objects (proxies) in the scene do NOT slow max down at all (2008-64).
          same here, but around 500K of them my viewports get slow, max scenes get big and slower to load them. And i usually have a fow of those proxie clutters around. renders ok, but filehandling becomes an issue. unfortunately max also loads the 'invisible' xrefs, would be better if max did not do so until 'visible' was checked, or one pressed the render button.

          was just discussing slowness in scripted filling of big area's as a result of max slowing down copying many objects (and using the IntersectRay()) on the area. good chance copying faces inside the mesh will be faster, saving the result as a big proxy would be the logical consequence... changing my mind, lele...

          thanks for thinking along!

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          • #20
            Originally posted by duke2 View Post
            And it's nodelocked, and costs $400, and as already discussed it probably struggles to do more than 500k instances. We factored it into the cost of a project coming up so i'll be able to see then I guess!
            scripting will get the thing done also...

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