At work we use a convex hull generator to produce low-res meshes. I have a
script that does it by polygon island and gets a pretty good approximation
of the volume and shape of things while staying quite low-res.

With Arnold to make a standin you give it a special property on a mesh,
which makes it ignore its geo and replace it with the *.ass content in
render. This works/looks great on the convex hull volumes.



On Mon, Dec 23, 2013 at 1:19 PM, Paul Griswold <
[email protected]> 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 <[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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