Passes, partitions, models and instances question 2005-05-27 - By Rob Wuijster
Back Thanks for the replys so far ;)
Memory/scene wise I would like to keep it as clean as possible, i.e. instances not clones. It's rather a large scene with the same model/geometry instanced all over the scene, so clones would increase the polycount a lot. Not to mention the rendertimes as stated...
I could merge all related geo into one big object and clone that model several times, I know XSI behaves much better with one large chunk of polys than hundreds of small one. I could even merge the whole thing, if I could work around some animation issues, like offsetting animationinfo on the instance. If possible anyway....
All scripting tips do seem horribly complex, and as my scritping skills are still very basic, this is something I would like to stay away from.
Cheers,
rob wuijster s-5 multimedia holland
-- --Original Message-- -- From: owner-xsi@(protected) [mailto:owner-xsi@(protected)] On Behalf Of Alan Jones Sent: Friday, May 27, 2005 12:27 PM To: XSI@(protected) Subject: Re: Passes, partitions, models and instances question
If you felt like hacking through .mi files you could apply seperate materials to each instance. Within mental ray the geometry in instanced and then the material applied. I haven't looked in to a pipeline to do this, but if you were feeling adventurous you could probably look at some hefty text file parsing with perl or something else well suited to the task to try and automate the process.
Cheers,
Alan.
On 5/27/05, Bradley R. Gabe <brad@(protected)> wrote: > Not a bug. > > An instance is an instance. If it could be split out into separate > geometries and whatnot, it would be called something else, like a > multi. :-P > > The rule with instances is so goeth the master, so goeth the > instance. If you need to use instances in order to save memory, then > you won't be able to split them out into separate passes and > partitions, since modifying the master's materials will affect all your instances. > > However, if you are using them in order to refer to one original > source, so you can carry the source's modifications through the > duplicates, you might be able to use clones instead. With clones, you > decide at which point of the operators and properties you want to veer from the original. > > Unfortunately, clones don't do anything to optimize your memory and > performance, so if you need a really big scene be prepared for rough > sailing. > > I think it's possible to do more advanced instancing things in mental
> ray than what XSI provides. Are there any MR gurus out there willing > to fill us in on some more details? I'd be interested in that info. > > -Brad > > > > Hi all, > > Maybe I'm overlooking something basic here, or did'nt read that > fantastic manual closely enough ;) Or maybe it's already discussed to
> death on this forum and is my "Advanced" > find in Outlook not so... well... advanced.... > > - Ok, so I have some geometry, a model and a bunch of instances of > this model. > - I create a new pass and two partitions. In partition "A" I put my > geometry, my model and some instances. > - In partition "B" I put the rest of my instances. But when I set my > render options for partition "A", my instances in "B" will automatically "share" > the values from "A". > > Is it not possible to "split" scenes when having multiple instances > of the same model in different partitions in the Pass?? > Or do I have to go the override route?? Or is this a <ahum> bug..... > (runs for cover.....) > > > cheers for the replys, > > rob wuijster > s-5 multimedia > holland > >
--- Unsubscribe? Mail Majordomo@(protected) with the following text in body: unsubscribe xsi
--- Unsubscribe? Mail Majordomo@(protected) with the following text in body: unsubscribe xsi
|
|