I had a very heavy crab once in a scene, I had the Low d mesh visable and
non renderable, and the HD mesh Hidden and renderable.

I did this so I did not have to switch out my ref's

The scenes may have take a few min more to open but it work great.

But Standin are brill

Ben


On 24 December 2013 01:29, Peter Agg <peter....@googlemail.com> wrote:

> If moving between resolutions is a pain then you can always have visible
> low-res geo with the high res stuff hidden. You don't get the same speed
> boost that you get with multiple resolutions, but sometimes it's enough to
> make it workable.
>
>
> On 23 December 2013 18:33, Cristobal Infante <cgc...@gmail.com> wrote:
>
>> another way is to use 2 resolutions for your reference models. One very
>> low res, and only switch to the highres when you are ready to render. The
>> trick is to use the same rig so the animation sticks.
>>
>> If you want to give this a shot I recommend you download the scn toc
>> manager created by Alok to switch those models from outside the scene.
>>
>> The standin route is great if you are rendering with Arnold IMHO.
>>
>> good luck!
>>
>>
>>
>> On Monday, 23 December 2013, Paul Griswold wrote:
>>
>>> 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 
>>> <alan.fregt...@gmail.com>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 <
>>>> pgrisw...@fusiondigitalproductions.com> 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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