Is this possible at all? Not a subdivision displacement, but a level 0 displace. Is there any way to do this?
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Displacing VRay Proxy Meshes
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Vlado,
I understand how proxy objects were designed to be used -- raw data for the renderer. I understand the workarounds as well.
As others have pointed out, the cache system is pretty great as well for pipeline/asset management, except for two features - displacement and subdivision. It would be nice to export the low poly count meshes for lighting from finaling.
Would it be possible to add a check box "treat as scene geometry"? Then the .vrscene could include the subdivision/displacement flags and re cache the geometry. Less efficient but useful for asset workflows. Might not be as hard as having .vrmesh files subdivided/displaced at render time. (Which would be even cooler!)
This may become a non issue if there is a decent maya implementation of Alembic coming in 12.5. The maya geo cache system is really over complicated and creates an unnecessary node thicket.
http://www.chaosgroup.com/forums/vbulletin/showthread.php?64699-Cache-Types-and-Pipeline-Design
These other threads are requesting the same thing.
http://www.chaosgroup.com/forums/vbulletin/showthread.php?47080-Proxy-shader-workflow-and-displacements&highlight=proxy+subdivision
http://www.chaosgroup.com/forums/vbu...xy+subdivision
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