Does it internally reinterpret
duplicates (or hold in memory and scene description) the entire
object as many times as there are local "sub-object" attibutes?
(like Maya?)
Which defeats the purpose of using merged objects as optimization method (despite Maya having a --not that much of an-- easier time dealing with large object counts) Because apart how soft can handle many-many polys at a time, (especially so today comparatively) you can very easily treat sub-objects (clusters) as just regular objects assinging properties like materials, visibility, ... selecting, transforming and sorting them in groups, therefore quite a bit further amplifying that maximum reach in scene complexity while remaining humanly manage-ably workable. (benefit also very much applicable for non-insanely-complex scenes) On 03/10/15 5:50, Gerbrand Nel wrote:
|
- BSuite - BStudio -- BUF Software Jason S
- Re: BSuite - BStudio -- BUF Software Sebastien Sterling
- Re: BSuite - BStudio -- BUF Software Ahmidou Lyazidi
- OT: Houdini cluster materials Gerbrand Nel
- Re: OT: Houdini cluster materials Christopher Crouzet
- Re: OT: Houdini cluster materi... Gerbrand Nel
- Re: OT: Houdini cluster ma... Jason S
- Re: OT: Houdini cluste... Christopher Crouzet
- Re: OT: Houdini cluste... Jason S
- Re: OT: Houdini cluste... Jason S
- Re: OT: Houdini cluste... Jordi Bares Dominguez
- Re: OT: Houdini cluste... Cristobal Infante
- Re: OT: Houdini cluste... Cristobal Infante
- Re: OT: Houdini cluste... Andy Goehler
- Re: OT: Houdini cluste... Jordi Bares Dominguez
- Re: OT: Houdini cluste... Nono
- Re: OT: Houdini cluste... Andy Goehler