


STEP 6.1: INSTANCING/SCATTERING OBJECTS IN MAYA Don't forget to rotate and scale your "cubes" to avoid noticeable repetitions. I advise you to use both that methods in conjunction. Instancing is very good way to save but sometimes it could be difficult to change proportions and scale of your proxy objects. You can adopt two main ways to create copies of your trees: copying and instancing.
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By keeping such high poly objects as proxy objects, you can easily navigate in your scene and include the full resolution models of your main objects. The tree which I showed you is about 2.000.000 triangles, so if you use ten of that trees and a couple of other detailed models, you can easily get a few million polygons. Now you are ready to populate your scene with your cubes (trees) and make a little woods just copying and instancing that initial cube. Triangle count (including retessellation) : 2206884 In my case, it’s a polygon 3d Olive tree collection for Maya and Mental Ray taken from my 3d olives tree collection.Ĭurrent mem usage 431 MB, max mem usage 534 MB Open with Maya a scene with the object you want to make a proxy of. STEP 1: OPEN YOUR THE OBJECT YOU WANT TO BECOME A MENTAL RAY PROXY This can allow you to render much bigger scenes with the same amount of RAM on your PC: we are talking about BILLIONS of polygons rendered in less than 1GB of ram. The speed improvement will not be only in maya render process but also in your maya 3d viewport!Īs we said one of the major benefit of proxy objects is that they are only loaded on demand at render time, just when they are absolutely needed for the render result. The maya renderer (Mental Ray) will manage these thousands of objects in a very performing way. This will allow you to populate your scene with hundreds of cubes (trees), without worrying about maya crashes or mental ray's out of errors.

The cool thing is that you can use a simple cube to represent a 2.000,000 tris polygon tree. Each mental ray proxy is loaded during render time (it' called "on demand") instead of simple meshes (like cubes) that you use to position proxies inside your scene, once you hit render that simple cubes are replaced by full detailed mesh. Mental Ray Proxy objects don’t really exist in your scene, in fact you can't modify or edit them in your maya scene. Mental Ray Proxy objects are like maya instances. They make your scenes lighter and faster at render, saving lot of usage during maya render process. Mental ray Proxy objects are used in many situations and can give you a lot of benefits in terms of usage and cpu load. Mental Ray proxies are often used to render scenes with hundreds of high-resolution trees and vegetation in a very simple manner. They are used to render an insane amount of polygons in a single scene. Have you ever heard about v-ray proxies? Well, Mental ray and v-ray proxies are the same thing with different names. Today we are going to take a look at Proxy Objects in Mental Ray for Maya.
