Thanks Alan!  Yep, this is all solid, non-deforming stuff (CAD data).  I
have rigged it all with nulls the way you mention.  The problem I'm having
is just updating when I scrub the timeline.  Even if the object has zero
animation, simply scrubbing the timeline causes Softimage to freeze for
several seconds.

I'm actually testing Redshift for this one.  They've got a stand-in, but
it's very alpha IMHO.  You either get a box or a full representation of the
geometry.  There's nothing in-between, yet.  VRay's implementation looks
somewhat nifty - I think they give you a bunch of points in the shape of
your object.

It sounds like the fastest solution would be to decimate the geometry and
use it as a stand-in.

I just wasn't sure why there's such a huge difference in performance
between local and reference.  It's really significant.

Thanks!

Paul

ᐧ


On Mon, Dec 23, 2013 at 1:05 PM, Alan Fregtman <[email protected]>wrote:

> >> Is it as simple as building low res stand-ins and offloading?
>
> Pretty much... yeah.
>
> Is it a solid, (mostly if not completely) non-deforming thing like a
> vehicle? If that's the case, you may wanna consider making a null hierarchy
> where each null contains a selection of meshes that "move as one".
>
> For example, a regular solid car's rig might be: car body, left/right
> front/back wheel rotation and left/right front/back wheel brakes, so 9
> nulls. Animating those 9 nulls will be way lighter than dealing with
> hundreds or thousands of parts deforming or individually constrained to
> whatever, plus it's less data for the Delta property to keep track of. By
> the way, I like to call these nulls "segment nulls".
>
> If you're dealing with mentalray or Arnold, both have the standins concept
> that works quite well, especially in Arnold. (Maybe XSI Vray does it too,
> not sure.)
>
> You'll want a standin per "segment" and if you name your standins the same
> as your segment nulls in a separate resolution, then it's very easy to
> animate a very light rig that is high-res compatible. Also makes it a piece
> of cake to republish update geo and shading by simply reexporting the
> standin files.
>
> At work we had stupid mesh density in Pacific Rim's control pod "stilts"
> and this *segmented workflow *of standin nulls constrained to a rig
> worked out great. ;)
>
>
> On Mon, Dec 23, 2013 at 11:09 AM, Paul Griswold <
> [email protected]> wrote:
>
>> I don't work a lot with reference models, but I am now.  The mesh is
>> dense and has a lot of parts to deal with.  When the mesh is local,
>> Softimage handles it fine.  But when it's reference, just moving through
>> the timeline takes 8-10 seconds per frame.  Even in Bounding Box mode,
>> Softimage grinds to a halt.
>>
>> Can anyone point me to any FAQs or guidelines on working with heavy
>> reference models?
>>
>> Is it as simple as building low res stand-ins and offloading?
>>
>> Thanks & Merry Christmas!
>>
>> -Paul
>>
>> ᐧ
>>
>
>

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