In maya 2013 with viewport 2.0, maya reportedly has the ability to keep cache huge quantities of alembic data without major performance hits. However, I believe V-Ray will still view this as geometry, and an export to vrscene file would be potentially lengthy. Is it possible (or already in progress) to automatically recognize alembic data within maya and simply write it in the vrscene file a path to the alembic data rather than the whole chunk of geo?
If implemented, it feels like this option would need to be a vray extra attribute toggle on geometry since it's possible to put additional deformers on alembic geometry that wouldn't be represented in the raw alembic itself.
There are probably other drawbacks I'm not considering here, but to be most valuable it would need to support shader assignments, subd, displacements, mesh lights, all visibility flags, etc etc. However, this seems like a more intuitive workflow than using a single proxy node from a user standpoint.
Yeah, seems like a pretty tall order. ...but this is called "Wishlist" for a reason, right?
If implemented, it feels like this option would need to be a vray extra attribute toggle on geometry since it's possible to put additional deformers on alembic geometry that wouldn't be represented in the raw alembic itself.
There are probably other drawbacks I'm not considering here, but to be most valuable it would need to support shader assignments, subd, displacements, mesh lights, all visibility flags, etc etc. However, this seems like a more intuitive workflow than using a single proxy node from a user standpoint.
Yeah, seems like a pretty tall order. ...but this is called "Wishlist" for a reason, right?
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