I know there are plenty of ways to instance objects from within many of the DCC applications vRay is integrated into. But would it be beneficial to have a standardised workflow at a plugin level?
In Maya specifically, I was not particularly impressed with Mash as an instancer and was also disappointed to learn that much of Bi-Frost is not easily integrated with Plugin Nodes (Maybe recent USD integration will help with this?), but last time i checked most of Bi-Frost was completely aimed at using Arnold as the production renderer.
I instead opted to buy vRayScatter plugin from iCube 3D. It was by far the quickest way to get the results i needed. vRayScatter has a nice workflow and helps bring Maya more in line with many superior 3DS Max plugins for scattering/Instancing with vRay assets/proxies. However, it's a very old plugin with its own licence manager & maintenance commitment. I don't really like the idea of buying more licences of this old tool that has been retired in 3DS Max in favour of a new plugin with more features....which isn't available for Maya.
Having used Octane render in C4D. I really liked how there is a scattering tool built into the plugin which also integrates well with the plugins portable/scene file format (ORBX)
I recently created a full environment with a very large amount of scattered objects using vRayScatter plugin. I rendered this on Chaos Cloud but was incredibly frustrated when I came to export vrScene files to upload to Chaos Cloud. It seemed as though it was treating the instances as objects (per frame!!) when creating the portable scene file. This meant that it took a VERY long time to export to chaos cloud.
For a 300 frame shot it ended up generating a 14GB vrscene file which took 2 hours to export. I had over 3000 frames to render, so exporting to Chaos Cloud took a whole day of manaully kicking off these lengthy submissions. This was completely down to the way it was exporting my instances. Due to deadlines I had no time to troubleshoot this. It was also too late to back out of using Chaos Cloud because I had purchased 5000 credits to support this project.
I've tried this same workflow with Mash to see whether it was due to the plugin but it still took a very long time to export. I think the issue stems from vRay Scene Translator not recognising the instanced/scattered objects as instances which makes the files huge. If I had used Maya Batch using a local render farm correctly configured with the necessary plug-ins and licences I could have avoided this issue.
I could be doing something wrong so please do correct me if I'm wrong. But I think if vRay had its own instancer built into the engine it would be able handle these sorts of situations more easily across all host applications.
In Maya specifically, I was not particularly impressed with Mash as an instancer and was also disappointed to learn that much of Bi-Frost is not easily integrated with Plugin Nodes (Maybe recent USD integration will help with this?), but last time i checked most of Bi-Frost was completely aimed at using Arnold as the production renderer.
I instead opted to buy vRayScatter plugin from iCube 3D. It was by far the quickest way to get the results i needed. vRayScatter has a nice workflow and helps bring Maya more in line with many superior 3DS Max plugins for scattering/Instancing with vRay assets/proxies. However, it's a very old plugin with its own licence manager & maintenance commitment. I don't really like the idea of buying more licences of this old tool that has been retired in 3DS Max in favour of a new plugin with more features....which isn't available for Maya.
Having used Octane render in C4D. I really liked how there is a scattering tool built into the plugin which also integrates well with the plugins portable/scene file format (ORBX)
I recently created a full environment with a very large amount of scattered objects using vRayScatter plugin. I rendered this on Chaos Cloud but was incredibly frustrated when I came to export vrScene files to upload to Chaos Cloud. It seemed as though it was treating the instances as objects (per frame!!) when creating the portable scene file. This meant that it took a VERY long time to export to chaos cloud.
For a 300 frame shot it ended up generating a 14GB vrscene file which took 2 hours to export. I had over 3000 frames to render, so exporting to Chaos Cloud took a whole day of manaully kicking off these lengthy submissions. This was completely down to the way it was exporting my instances. Due to deadlines I had no time to troubleshoot this. It was also too late to back out of using Chaos Cloud because I had purchased 5000 credits to support this project.
I've tried this same workflow with Mash to see whether it was due to the plugin but it still took a very long time to export. I think the issue stems from vRay Scene Translator not recognising the instanced/scattered objects as instances which makes the files huge. If I had used Maya Batch using a local render farm correctly configured with the necessary plug-ins and licences I could have avoided this issue.
I could be doing something wrong so please do correct me if I'm wrong. But I think if vRay had its own instancer built into the engine it would be able handle these sorts of situations more easily across all host applications.
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