Proxy mesh workflow
4262 5 2- cgmagic.sunhe
- Member
- 42 posts
- Joined: 8月 2016
- Offline
- Siavash Tehrani
- Member
- 710 posts
- Joined: 7月 2005
- Online
Scott talks about it in the H18 launch presentation, the workflow is shown on-screen:
https://youtu.be/Aql6SIOIyXs?t=730 [youtu.be]
I've also attached an example file.
https://youtu.be/Aql6SIOIyXs?t=730 [youtu.be]
I've also attached an example file.
- jason_iversen
- Member
- 12442 posts
- Joined: 7月 2005
- Offline
You might also be interested in seeing if the Create LOD LOP can help you manage complexity.
Jason Iversen, Technology Supervisor & FX Pipeline/R+D Lead @ Weta FX
also, http://www.odforce.net [www.odforce.net]
also, http://www.odforce.net [www.odforce.net]
- malexander
- スタッフ
- 5156 posts
- Joined: 7月 2005
- Offline
- cgmagic.sunhe
- Member
- 42 posts
- Joined: 8月 2016
- Offline
- Tim Crowson
- Member
- 237 posts
- Joined: 10月 2014
- Offline
Hey all, bringing this topic back up…
Just to confirm, this creates essentially two primitives in the scenegraph… one for the proxy and one for the render. How are people managing “redundant” primitives in the Scenegraph?
And secondly, if the renderable purpose is hidden from GL, is it still loaded into memory, or is only the proxy loaded into memory (until render time)?
Just to confirm, this creates essentially two primitives in the scenegraph… one for the proxy and one for the render. How are people managing “redundant” primitives in the Scenegraph?
And secondly, if the renderable purpose is hidden from GL, is it still loaded into memory, or is only the proxy loaded into memory (until render time)?
- Tim Crowson
Technical/CG Supervisor
Technical/CG Supervisor
-
- Quick Links