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Vray Maya Material and Object Proxies
show user profile  9krausec
First off, I did post this on Polycount already, so I hope there isn't some weird rule that you can't repost same stuff on the best forum in the history of forums (MF yo). I try to post my Maya bushwack on other forums because I don't want to take a way from 3ds on this one. Now to the question-

I have a couple of questions in regards to referencing objects and materials.

What I'd like to do is create a library of materials and a library of more complex objects (with hundreds of parts) that would be used again and again for various projects.

Then pull those objects as a sort of proxy into different Maya scenes for rendering stills or animation.

My logic behind this is that these library objects are going to be prone to change. Parts added, removed, modified, re-imported. So if I update the base object library, I'd like to open up an animation scene with that object included and have the object automatically be updated with the same material and geo changes of the base library object.

So if I have 100 different scenes all using the same reference object. I don't need to change 100 different scenes, only one base library object.

Is this something Maya/Vray would even be capable of? Would Vray Proxies be my best bet? I've never worked with Vray Proxies, but I hear they don't retain material. Not looking for a step by step, just point me in the right direction as to what I should be researching.

I think I asked something about this here a long while ago for 3ds.


Thanks my 3d friend.




- Portfolio-




read 490 times
12/2/2014 9:08:30 PM (last edit: 12/2/2014 9:09:40 PM)
show user profile  Error404
you could do it with proxies I think.

Or you could just do regular old maya references. Reference a master file, any time you need to change something in the model, make the change in your master model file.

www.DanielBuck.net - www.DNSFail.com

read 486 times
12/2/2014 9:29:26 PM (last edit: 12/2/2014 9:30:11 PM)
show user profile  9krausec
Hmm, just use the reference file type. That sounds promising over proxies. I've never had a need to setup a system like this until now, so this is all new to me and I want to do it right the first time.

Now the reference files I bet will transfer the textures over too then? Also if I were to make an exploded view animation using the reference file, would this be allowed?

Are there such things are reference materials too so I can populate a master list of materials?

Thanks Error for the response. Got me pointed in the right direction.




- Portfolio-




read 481 times
12/2/2014 9:39:22 PM (last edit: 12/2/2014 9:39:22 PM)
show user profile  Error404
Yep, you can parent your reference file to a locator null in each of your scenes, and those scenes can have live (not referenced) animations, which will carry around the referenced object. Or you could setup your master models to already have a null, and then just animate that in the individual scenes. Parenting it might be the better way to go though. If something breaks, you can always just re-parent it.

Yes, textures, shaders, and all of that will be carried through (even animations, if you had an animation cycle in your master object). Lights and stuff too. Even VRay render elements (I think)

There are a few gotchas to using references, but if you do some searching around on maya referencing, I'm sure you'll be fine.

You can still edit things on the referenced model in all of your various scenes if you wanted to. But you have to be careful doing that, if you make changes in the master scene some of your changes in the other scenes may break.


If you had real heavy objects, you could definitely put a VRay proxy inside of a master scene, and then reference that scene and you'd have your proxy all set up ready to go, along side your other non-proxy objects.


You could either have all of your models in a single master file, or you could break it down by model type/catagories, or you could do individual master files. If you have alot of models though, individual master files MAY cause a slow down.

And you CAN nest references (a reference within a reference) but.... I'm not so sure I would trust that if you start editing alot of things.


You can do some cool stuff with referencing. Alot of studios have setups to reference models, reference shaders, and reference animations all from different files. That way the animation can be modified without having to go into the lighting scene, and without having to have the high resolution model visible, they just us a low resolution model to animate with, then the animation is applied to a higher resolution model.

www.DanielBuck.net - www.DNSFail.com

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12/2/2014 9:44:49 PM (last edit: 12/2/2014 9:55:12 PM)
show user profile  9krausec
Hot damn. That sounds exactly what I want.

Thanks Mr.Buck!




- Portfolio-




read 461 times
12/2/2014 10:03:55 PM (last edit: 12/2/2014 10:03:55 PM)
show user profile  Error404
no worries :)

I've actually not used 3ds in probably 6 years, haha! I'm a maya guy now.


Oh, and one other thing I forgot to mention, you can reference something multiple times. Say for instance you have a car, you could have the wheels and tires all referenced from a single wheel/tire master scene. Just reference it 4 times and move them where they need to be.

www.DanielBuck.net - www.DNSFail.com

read 460 times
12/2/2014 10:06:31 PM (last edit: 12/2/2014 10:11:46 PM)
show user profile  9krausec
That's good to know Daniel. I'll probably be asking a couple Maya questions now and again.

To be honest, I really hate the idea of going out to other forums other than MF, lol. So it's good that I have some Maya users here I can chat it up with.

One thing that I might look into using Vray Proxys inside my reference scenes to populate nuts and bolts on our product/equipment. Probably would speed things up a bit. Although I'm very excited to move to a Maya and Vray solution, I'm sort of sad to be leaving Rhino for the most part. That is one impressive program for handling Nurbs data.




- Portfolio-




read 454 times
12/2/2014 11:15:29 PM (last edit: 12/2/2014 11:15:29 PM)
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