Playing with VRay proxy objects and am running into some issues that I’d love a sanity check on:
My goal is to get matching renders from our maya meshes through to the rendered proxy object. (vrmesh / vrscene). In our pipe we’re currently using opensubdiv on our meshes to allow for crease sets etc.
1) It appears .vrmesh doesn’t support open subdiv? (either by vray attribute on shape or on a vrayDisplacement node)
2) vrscene files don’t have the same controls as a vrmesh (ex: hiding a contained object or adjusting a material - *I’m aware you can write the .vrscene to separate files and modify shader values directly), but I can’t see a way to do so in scene
Is there a recommended workflow to deal with assets through to a proxy object?
I’ve attached a .zip of the materials to generate the image below (.ma with mesh, .vrscene and .vrmesh generated from the mesh)
Thank you for the provided files in details. Currently the .vrmesh does not support open subdiv indeed. I would discuss this our with our Dev Team.
I guess that it would be best if you could set you creases, open subdivs, materials and use the .vrscene as a way to optimize your scene assets. At this point it is possible to make override certain parameters using the Scene Override atribute.
You could find some example code lines to alter the V-Ray scene on the following page: https://www.chaosgroup.com/blog/how-…n-applications
I see that this message is quite old but it seems that it is still not supported (open subdiv/vrmesh) in the version we’re using(4.12.01). Am i right? Is there a work around for it? We use crease edges in modeling that we’d like to keep further in our vrmesh pipe.
Thanks,