Has anyone tried to proxy an asset from Speed Tree with the wind animation included? Ive got it to work, but the UVs have gone weird on parts of the tree. The proxy file ended being huge...most likely since its making a proxy per frame of animation?...but that seems to work fine. Its just the UVs that go screwy. Speed Tree comes out with a UV / mesh chooser and the geo shape nodes plugged into the shading network...but this is lost when converting to proxy, and the texture looks totally wrong.
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Originally posted by seandunderdale View PostHas anyone tried to proxy an asset from Speed Tree with the wind animation included? Ive got it to work, but the UVs have gone weird on parts of the tree. The proxy file ended being huge...most likely since its making a proxy per frame of animation?...but that seems to work fine. Its just the UVs that go screwy. Speed Tree comes out with a UV / mesh chooser and the geo shape nodes plugged into the shading network...but this is lost when converting to proxy, and the texture looks totally wrong.Dmitry Vinnik
Silhouette Images Inc.
ShowReel:
https://www.youtube.com/watch?v=qxSJlvSwAhA
https://www.linkedin.com/in/dmitry-v...-identity-name
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Ive ended up not using proxy. I bring the FBX in from Speed Tree into an asset prep scene, shade up about nine palm trees, all with wind animation cache and shade them up to all match my lighting. I then reference this scene of nine master trees in, and then create standard maya instances of those references. I dont need hundreds, its more like thirty, so doing this manually isnt much of a ball ache. It means I can update my master palm scene if I need to, and everything should pipe downstream. Seems to be working for what I need.
I was surprised how chunky the proxy animation file was versus the fbx animation file though. I do wish there was more greenery for Maya that has animation. Speed Tree seems to be the only option that I can find.
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there is also xfrog which suppose to be as good, but I find speed tree easy and intuitive. For the alembic vs fbx, alembic is a single snapshot of mesh per frame. if you have 1000 frame animation, it means its 1000 unique trees in one file. Fbx is a simple pointcache inside, which is just vertex position in world space, so it compressed verywell and is a lot less.Dmitry Vinnik
Silhouette Images Inc.
ShowReel:
https://www.youtube.com/watch?v=qxSJlvSwAhA
https://www.linkedin.com/in/dmitry-v...-identity-name
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