Hi Simon, you can use proxy geometry when you render with standins. Arnold is particularly powerful here, since you can override the materials of the standins in partitions (you can't with MR).
check the whiskytree dome around 0:50 http://vimeo.com/71148018 On 5 February 2014 10:39, Simon Reeves <[email protected]> wrote: > On a slightly related note, that I've thought about recently, is there a > way to use a proxy object as instance shape in the viewport, and a > different one at rendetime? > > There's a really useful expression you can use in Nuke (pseudo code here) > something like $GUI which returns true or false if its the gui version of > Nuke, or the batch version. Is there anything like that for soft? > > > > Simon Reeves > London, UK > *[email protected] <[email protected]>* > *www.simonreeves.com <http://www.simonreeves.com>* > *www.analogstudio.co.uk <http://www.analogstudio.co.uk>* > > > On 4 February 2014 21:56, Alok Gandhi <[email protected]> wrote: > >> The best and clean way would be to Check Instance Master Hidden in the >> visibility properties of the instance master geo as Rob has rightfully >> pointed out. I don't think a Hidden Instance Master would slow down arnold. >> >> Sent from my iPhone >> >> On Feb 4, 2014, at 14:10, Stephen Blair <[email protected]> wrote: >> >> Hi >> >> A visible instance master will be included in the scene bounds. I don't >> know that it will slow things down, but it could "skew the BVH build >> inappropriately, perhaps". >> >> >> On Tue, Feb 4, 2014 at 12:36 PM, Eric Thivierge >> <[email protected]>wrote: >> >>> Some renderers like Arnold I believe will count that within the bounding >>> box of the scene and may make some loading / calculations slower from what >>> I've heard. Feel free to correct me Mr. Blair. :) >>> >>> Eric T. >>> >>> On Tuesday, February 04, 2014 11:44:55 AM, Cristobal Infante wrote: >>> >>>> Good to know! >>>> >>>> I do however like to move my master instance to a different location >>>> in the scene. It's easier to tweak them this way ;) >>>> >>> >>> >> >

