Hi,
Would it somehow be possible to expose the scene structure of a V-Ray proxy?
For example, if you need to hide a certain group within a vrmesh you cannot do that right now, as far as I know. The workaround is to set a transparent shader for all shaders that belong to the objects you wish to hide. But if the same shader is used somewhere else, this object will disappear too... Also, sometimes you may want to move an object within the V-Ray proxy, but this I believe is not at all possible.
A crazy idea; would it be possible to keep the fantastic memory performance of rendering V-Ray proxies, but also maintain scene structure and possibly allow modification to the mesh if you could feed an alembic file into the vrmesh node?
Would it somehow be possible to expose the scene structure of a V-Ray proxy?
For example, if you need to hide a certain group within a vrmesh you cannot do that right now, as far as I know. The workaround is to set a transparent shader for all shaders that belong to the objects you wish to hide. But if the same shader is used somewhere else, this object will disappear too... Also, sometimes you may want to move an object within the V-Ray proxy, but this I believe is not at all possible.
A crazy idea; would it be possible to keep the fantastic memory performance of rendering V-Ray proxies, but also maintain scene structure and possibly allow modification to the mesh if you could feed an alembic file into the vrmesh node?
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