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  • vrmesh auto update attribute editor issue

    when I have many "thousands" of vrMeshes in a scene the Attribute Editor seems to auto cycle through them. is there a way around this?
    thanks.

  • #2
    Yes, i have the same problem. We work with a lot of proxy, and when we open a scene, we must to wait some minutes to start.
    www.deex.info

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    • #3
      There has to be a way to disable this.

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      • #4
        Bump!
        I guess I'm on my own here? This is going to hugely impact my show because I will be using 55,000+ vrmesh instances.

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        • #5
          Can you get us some more precise reproduction steps for this?

          Best regards,
          Vlado
          I only act like I know everything, Rogers.

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          • #6
            Just import many proxy (with my multi import proxy tool in my DeeX Vray Fast), connect all shaders on your proxy (with my proxy shader auto connect tool for example), save your scene.
            Now reopen your scene, and go immediatly in the attribut editor...
            www.deex.info

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            • #7
              Ok, thanks for the pointer; will try to improve the situation.

              Best regards,
              Vlado
              I only act like I know everything, Rogers.

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              • #8
                Thanks Vlado! Eagerly waiting for a solution!!

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                • #9
                  eldiablo:
                  Keep in mind that Maya is not made for such high number of nodes and slowness with this work-flow is inevitable.
                  My suggestion is to find a way to merge most of the proxies into 1 file.
                  V-Ray developer

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                  • #10
                    Hi again,

                    This problem should be fixed in the next night build.

                    /Teodor
                    V-Ray developer

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                    • #11
                      Hey thanks !
                      There is a bug with material update in the proxy.
                      1) Create a proxy with 10 materials.
                      2) Import the proxy
                      3) Connect 10 materials on the proxy (material 1 to 1, 2 to 2, 3 to 3, etc etc).
                      4) Save your scene and close.
                      5) Now recreate the same proxy, but add 11 materials (same 10 materials like before, just add another one)
                      6) Save your new proxy (erase the old proxy with 10 materials)
                      7) Open your saved scene. Your will see a bug : material 1 will be in slot 2, material 2 in slot 3, material 3 in slot 4, etc etc...

                      It is a problem when we update a proxy because we must to re-connect all shader each time (because we have bad connection after the update).
                      www.deex.info

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                      • #12
                        Thanks for the insight Teodor, I am aware of the limitations of Maya. What would be great is an ability to have an archive of an archive. Like and vrscene archive to use instead. I don't mind kicking a lot of data into a little hole once if I can just point at the data afterwards. Is this possible?

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                        • #13
                          To elaborate more, an assembly of vrmeshes stored in a vrscene description incorporated into another vrscene description.

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                          • #14
                            Yep, it is fully possible using the post-translate Python callback. It allows you to load any number of .vrscene files prior to rendering. For more information, see here: http://www.spot3d.com/vray/help/maya...ene_access.htm

                            Best regards,
                            Vlado
                            I only act like I know everything, Rogers.

                            Comment


                            • #15
                              Sounds like great news....we also had this issue with our car configrator renderings,where we could never merge geo into just one file...we always work with 10000+ proxies in one scene...hope to see some improvements!

                              cheers
                              Oli
                              OLIVER MARKOWSKI - Head of 3D at RISE | Visual Effects Studios

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