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VRay for 3ds Max Manual
VRayProxy
Search Keywords: proxy, mesh, VRayMesh, .vrmesh
VRayProxy allows you to import geometry from
an external mesh at render time only. The geometry is not present in the 3ds
Max scene and does not take any resources. This allows the rendering of
scenes with many millions of triangles - more than 3ds Max itself can
handle.
Before you can import a mesh through a VRayProxy
object, you need to create the mesh file first. You can do this in two ways:
- Through the quad-menu: select the meshes you want to export,
right-click in the viewport and select the V-Ray
mesh export option. This will cause the
Mesh
Export dialog to appear.
- Dialog from MaxScript: select the meshes you want to export and then
type
in the MaxScript Listener window. This will cause the
Mesh Export dialog to appear.
- Direct export from MaxScript: select the meshes you want to export
and then use the vrayMeshExport()
function:
| vrayMeshExport [meshFile:"<mesh
file>"] [autoCreateProxies:true|false] [exportMultiple:true|false]
[animation:on|off] [animationRange:#scene|#explicit]
[animationStart:<integer>] [animationEnd:<integer>]
[animationRedrawViews:true|false] |
where <mesh file> is the name of the
desired .vrmesh file. If the name does not
contain a path, the default 3ds Max mesh path is used. If the name does
not contain an extension, a .vrmesh extension
is automatically appended. If the name does not contain a file name, the
scene node name is used instead. If the
autoCreateProxies option is not specified, by default
the meshes are just exported, no proxies are created in the scene. If
the exportMultiple option is
not specified, the meshes are exported to multiple files by default. If
the animation option is set
to on, an animated proxy file is created. In
that case, the range of the animation is determined by the
animationRange option - if
set to #explicit, then the frame range for
the export is specified by the animationStart
and animationEnd options (in
frames), otherwise the current scene animation range is used. If the
animationRedrawViews option
is set to true then the viewports will be
updated during the animation export process.
The function returns ok if the
.vrmesh file was exported successfully, and
undefined otherwise.
The Mesh Export dialog allows you to specify the mesh file as well as
some export options.
![[V-Ray Mesh export dialog]](vray_for_3ds_max_manual/vrayproxy/meshexport.png)
Folder - this is the folder where the mesh
file(s) will be created.
Export as single file - this option will
take all selected objects and will merge them into one mesh file. This
option also stores the transformations of the selected objects. When you
import the file with a proxy object, it must be centered at the origin, if
you want the objects to be in the same place. Also, since the imported mesh
is rendered using the material of the proxy object, all meshes from the file
will render with that material. You must use subobject materials and
different material IDs if you want them to have different materials.
File - this is the name of the file, if
you have selected the Export as single file
option. You don't need to specify a path - the
Folder path will be used.
Export as multiple files - this option
will create one file for each selected object. The name of each file is
derived from the name of the correspondig 3ds max node. The transformation
of an object is not included in its mesh file, and the corresponding proxy
must have the same transformation as the original object, if it is to appear
in the same place. Note that you can use this option even with a single
object, which will cause the object pivot to be preserved in the exported
.vrmesh file.
Automatically create proxies - this option
will create proxy objects for the exported meshes. The proxies will have the
correct transformations and materials derived from the original objects. The
original objects will be deleted.
Pressing the OK button will create the
mesh files and the proxy objects. The export process may take some time,
depending on the amount of geometry that must be processed.
Meshes are exported to a special .vrmesh file
format. It contains all geometric information for a mesh - vertices and face
topology as well as texture channels, face material IDs, smoothing groups,
normals - in short, everything that is needed to render the mesh. 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.
It is important to realize that the mesh is in a "ready to render"
format. No further modifications to the mesh are expected. You can't apply
modifiers to the mesh, or animate it in any way except if you animate the
position/orientation of the proxy object. There is no way to recover the
original mesh from a .vrmesh file (this can be
done in principle, but is currently not supported). Therefore, if you plan
on doing modifications to the mesh, you should keep it in a 3ds Max file
(which may be different from the file that gets rendered in the end).
After you export a mesh to a .vrmesh
file, you need a proxy object to represent it in the 3dsmax scene. To create
a proxy object, go to the Create panel and choose the V-Ray category; click
the VRayProxy button and then click in a viewport
to create the actual proxy object. A dialog box will appear that allows you
to choose the .vrmesh file to import.
Mesh
file - this is the source .vrmesh file.
Display - controls the display of the
proxy in the viewports:
bounding box - the mesh is represented as
a box in the viewports.
preview from file - displays the mesh
preview info that is stored in the .vrmesh
file.
- The geometry generated by the proxy object is not modifiable. Any
modifiers applied to the VRayProxy object will be
ignored.
- If you need to create several proxies linked to the same
.vrmesh file, it's better to make them instances
- this will save memory since the .vrmesh file
will be loaded only once.
- Materials are not saved in the .vrmesh file.
Instead, the geometry will be rendered with the material applied to the
VRayProxy object. This is because third party
materials and procedural textures would be difficult to describe in a
general way. In addition, you may want to edit the material independently of
the mesh.
- The resulting .vrmesh files can be rendered
outside of 3ds Max - for example, by the standalone version of V-Ray, or
V-Ray for Maya.
- Standard shadow maps will not include information about the proxy
objects. If you want the proxy objects to cast shadows, you should use
VRayShadow or
VRayShadowMap shadow types.
- You can convert .ply and
.obj files to .vrmesh files with the help
of the ply2vrmesh converter tool.
- The V-Ray SDK has methods for reading and writing of
.vrmesh files.
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