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 >>>>> >>>> >>>> >>> >