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Old April 12th, 2008   #1 (permalink)
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Default Mental Ray Proxies.

I am trying to test Mental Ray Proxies. So far I can't seem to even select an object to turn it into a proxy. The box just stays ghosted out to none. I have my user interface set to designVIZ.mentalray, so I think that should enable everything. Basically, I can't seem to select the source object.
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Old April 12th, 2008   #2 (permalink)
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Default Re: Mental Ray Proxies.

Did you click and drag a proxie primitive first? Once the proxie bounding box is created and selected ,then you will be able to select the object to convert into a proxie.

Remeamber to create a material for the proxie in the material editor before creating the it, as the materials are dropped and have to be reassigned.

Multiple objects will need to be attached and a multi-sub materail created for more complex objects ,eg trees.

Noce thing with me proxies is you can assign different materials to instance copies, which helps with variation. Just keep the multi-sub stucture the same.

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Old April 13th, 2008   #3 (permalink)
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Default Re: Mental Ray Proxies.

thanks, that worked. i was trying to create the proxies while still in the create tab, rather than placing the primitive, and then going to the modify tab. at firt glance, it looks like there is a slight bit more control with MR proxies than with Vray proxies. ...and they already have their animated proxy version out. Vray's animated proxies is not going to be implemented until next release.
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Old April 13th, 2008   #4 (permalink)
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Default Re: Mental Ray Proxies.

They work really well, only grip is having to re-apply materials when you first creat them.

As a basic workflow I am now saving the materials to a material library for later use.

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Old April 13th, 2008   #5 (permalink)
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Default Re: Mental Ray Proxies.

I don't have time to check how the materials work, but with Vray proxies don't retain the materials either. They did keep the materials once the were creatred in a scene. I typically kept a master file of proxied trees, that had the materials applied to them. Then when I needed a tree, I simply merged the proxy in from that file, rather than reinsert a proxy, then find the matching material.
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Old April 13th, 2008   #6 (permalink)
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Default Re: Mental Ray Proxies.

Then its the same with mr proxies
just going throug our library now converting/ creating proxies, what fun

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Old April 15th, 2008   #7 (permalink)
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Default Re: Mental Ray Proxies.

huy!
i have successfully created mr proxies, and they render well too...only problem is that my scene keeps crashing, i dont know if its MR proxy or what...
i have the OBJECT Color mode on at all times, sand the file size is 55 MB.
all textures are on the local machine...
mostly when a proxy i selected and i roate/pan the viewport it crashes (atleast this is what i have noted).

any clues?
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Old April 15th, 2008   #8 (permalink)
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Default Re: Mental Ray Proxies.

Does it do this with only the proxie in scene?
What Graphics mode are you using , DirectX or OpenGL? (Ive had some issues with DirectX but not proxie related)

Can you post a screen grab of the scene and some more info

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Old April 15th, 2008   #9 (permalink)
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Default Re: Mental Ray Proxies.

huy heres the scene info, all trees and foliage is mr proxy. This whole scene was working well with 2008(including the trees mesh_ but was too slow to handle, so shifted to 2009 now.
i have also noticed if i do no instances the error doesn't come...
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Old April 15th, 2008   #10 (permalink)
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Default Re: Mental Ray Proxies.

What BSP method are you using? In 2009, make sure to switch over to BSP2 when using lot's of instanced meshes/proxies. It handles instances more efficiently than the original BSP methods.

If you're not using BSP2, perhaps switching to that will solve the crashing issue.
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