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VRayProxy loads geometry from file on disk at render time only. The The geometry is not present in the scene, and does not use up any resources, except for the viewport preview. This allows rendering scenes with many millions of faces, more than Maya itself can handle.
The V-Ray Proxy in Maya is a VRayProxy node that loads the geometry from a file on disk. The node loads alembic ( .abc ) and V-Ray Proxy ( .vrmesh ) files. Any mesh can be exported to an an .abc or or .vrmesh file from Maya and then loaded as a proxy.
Meshes are exported to a special .vrmesh file format. This file contains all geometric information for a mesh such as vertices and face topology as well as texture channels, face material IDs, smoothing groups, and normals. In short, everything that is needed to render the mesh is included in the file. In addition, the mesh is preprocessed and subdivided into chunks for easier access. The file also contains a simplified version of the mesh used for preview purposes in the viewports. More information about the .vrmesh file format is available in the V-Ray SDK documentation that comes with the V-Ray for Maya installation.
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This page describes working with the new and improved VRayProxy node in V-Ray 5 that's simpler, faster and offers new and powerful features. Scenes using the old V-Ray Proxy can be easily converted to the new VRayProxy with the built-int in converter found in the V-Ray menu > Tools > Convert to New V-Ray Proxy Node. |
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Basic Parameters
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Object Hierarchy
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Advanced Advanced Overrides
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Visibility Overrides (wildcard)Add New Item –Adds a new visibility override rule. Rule – A field to add the name or path of an object from the file's hierarchy. The object matched by the rule will receive the override. Visible – Specifies whether visibility should be on or off.
Shader Overrides (wildcard)Add New Item –Adds a new shader override rule. Rule – A field to add the name or path of an object from the file's hierarchy. The object matched by the rule will receive the override. Shader – Connect a scene material to assign it to the objects matched by the rule. The rule can be removed with the bin icon () , and the Up/Down buttons () allow re-ordering the list. For more information, see the Applying Advanced Override examples.
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Example: Applying Visibility Overrides
There is no difference between applying Visibility Overrides to .vrmesh (V-Ray Proxy) files and .abc (Alembic) files. Visibility overrides are applied to objects in the hierarchy.
You can use asterisks as wildcards when inputting the names of the objects/ groups in the Rule. Pressing Enter confirms the input.
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NOTE: Alternatively, the name can be typed out manually.
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Example: Applying Shader Overrides
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Example: Applying Visibility Overrides
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Example: Applying Override to objects with similar names
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Example: Applying Shader Overrides
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Alembic Layers
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Example: Applying an Override to Objects with Similar Names
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Animation Parameters
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Alembic Layers
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Alembic proxy parameters
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Alembic proxy parameters
Assigning Random Colors per Alembic Particle
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These example workflows show how to assign random colors to alembic particles.
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Point Cloud
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VRayMesh file info
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Material Assignment Overrides
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<materialAssignmentRules> <patternRule> <pattern>/pCube*</pattern> <material>VRayMtl1@material</material> </patternRule> </materialAssignmentRules> |
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<materialAssignmentRules> <patternRule> <pattern>VRayMtl1</pattern> <material>VRayMtl1@material</material> </patternRule> </materialAssignmentRules> |
The sample XML assigns the VRayMtl1 material to all vrmesh objects matching VRayMtl1 pattern, i.e. all objects whose material name is VRayMtl1.
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from vray.utils import * appendSceneContent("C:/mtlAssignments/materials.vrscene") |
For this feature to work, you need to specify the path to the . vrscene containing the materials (procedural textures or paths to bitmaps). This only works with post-translate python script. The following example script specifies the path to the . vrscene file and should be copied into Render Settings > Common > MEL / Python callbacks > Post translate python script.
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<materialAssignmentRules> <patternRule> <pattern>/pCube*</pattern> <sceneMaterial>VRayMtl1@material</sceneMaterial> </patternRule> </materialAssignmentRules> |
The sample XML assigns the VRayMtl material to all alembic objects matching the pattern pCube* , i.e. all objects whose name starts with pCube. It uses the new sceneMaterial tag.
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The material assignment overrides is still an experimental feature and can change at any point! |
Example: Instancing V-Ray proxy with MASH
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Notes
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