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Import as mesh – Imports the geometry from the .vrmesh as an Editable Mesh object. Note that the new mesh is created at the coordinate system origin (0,0,0), and not at the current location of the VRayProxy object.

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If the proxy has multiple objects in it, when importing as а mesh, they are put into a single mesh, resulting in a different structure and coloring. Before using the Import as mesh button, make sure the Export each selected object in a separate file option is selected. It is located in the V-Ray mesh export menu, which can be accessed fromV-Ray menu > .vrmesh exporter. This allows for accurate results when mapping with VRayMultiSubTex, Random by element mode.

Use explicit normals – In cases where the original mesh has explicit information about vertex normals, this information is also saved in the .vrmesh file when the mesh is exported. Enabling this option makes sure that the explicit normals information contained in the proxy is taken into account during the import.

Weld vertices in result – During a .vrmesh file export, V-Ray might split the original mesh into smaller chunks that can be loaded independently of one another. This can cause some vertices to be duplicated in more than one chunk. Enabling this option causes V-Ray to perform a weld operation after the mesh is imported so that split vertices are merged.

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If Weld vertices in result is checked when importing a proxy as a mesh, the structure and color of the mesh differs from the original. In order to keep the color of the mesh and the original proxy the same, the Weld vertices in result option should be unchecked.

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Example: Applying an Override to Objects with Similar Names

 

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In this example, typing *box* (the word box between wildcards) in the Rule targets all objects in the hierarchy containing that word. This applies the Visibility Override to all of them.

This input is applicable to both .vrmesh and .abc files, and to both Visibility and Material override types. The keyword does not have to be a word - it can be a symbol or number as well. As long as all desired objects contain that value inside the wildcards, the material is applied to them.

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Available with V-Ray for 3ds Max 2019 and newer.

 

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This rollout becomes active only if the loaded proxy file is in an .abc file format. When enabled, specific ID numbers can be assigned to the existing UV/Color channels and Material IDs. It allows easy modifications on the fly and rendering different variants all at once, without the need of re-exporting the original geometry and rendering different variants all at once.

 

Enable mesh sets reorder – Enables the mesh sets list, which allows sets to be reordered.

Mesh set type – Determines the channel type.

UV/ Color sets – Lists the UV and Color channels. You can edit the channel indexes using the arrows on the right. Changes are only applied after clicking the Update preview button.
Shader sets – Lists the Material IDs for each item. You can edit the channel indexed using the arrows on the right. Changes are only applied after clicking the Update preview button.

Update preview – Updates the preview of V-Ray Proxy. If any changes are made, they are made visible only after clicking on this button.

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Example: Alembic Sets

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In this example, the alembic proxy file contains different UV/Color sets and Material ID sets. Reorder variants using the arrows. Click on Update preview to apply the changes. To switch between UV/Color sets and shaders sets, use the dropdown menu Mesh set type.

 

 

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Notes

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  • Standard shadow maps do not include information about the proxy objects. If you want the proxy objects to cast shadows, you should use the VRayShadow shadow type.
  • The proxy preview cache depends on the chosen Display type. It may need a reset to function properly. See the Preview cache options for more information.
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    ForceFirstMapChan
    ForceFirstMapChan
    Starting with V-Ray 3.0, you can use the
    Force first map channel option to remap the 0th mapping channel to the more usual map channel 1.