LightRays Posted March 9, 2012 Share Posted March 9, 2012 Hi, Does anyone have a standard workflow on how to convert a complex model made up of hundreds of objects in to a vray proxy? I have building and as you'd know it would be made up of multiple objects. When exporting simple models, you can just attach the components of the model one by one and then match IDs then export. But how do I go about doing this with model that has 400 unique objects and different materials. It would be hard to use a multisub mat on the building since the external surface is so darn complex. Link to comment Share on other sites More sharing options...
Corey Beaulieu Posted March 9, 2012 Share Posted March 9, 2012 One way to do this is to make your model, as you have, then texture it as you wish. Once that's completed, select all of the model and export as vray mesh. In this window that pops up is an option to export all selected objects in a single file. Any changes you need to make can be done by merging the proxy into a new file and then making your changes and saving over the top of the old proxy. No need to collapse to a single object. Link to comment Share on other sites More sharing options...
Boris Horosavin Posted March 9, 2012 Share Posted March 9, 2012 1. make a model 2. texture it 3. if modeled from several objects attach together all separate parts into one poly object 4. Save your multi/sub-obj. material in material editor with eyedrop tool (you might need it if you load your vrmesh model afterwards) 5. Create Vray mesh export, choose file name and location. If using it immediately in same scene check automaticaly create proxy option 6. If importing (Geometry->Vray menu) into a new scene choose proxy from location you saved it in and use pre-made multi/s-o material Link to comment Share on other sites More sharing options...
Boris Horosavin Posted March 9, 2012 Share Posted March 9, 2012 It's not a problem if you have many separate elements in an object. For example I often convert complex tree models with thousands of leaves into Vray proxy. However, I hope you don't have 400 different materials on that object, 'cause that might be a bit too much for multi/sub-object system. Link to comment Share on other sites More sharing options...
LightRays Posted March 10, 2012 Author Share Posted March 10, 2012 Thanks for your opinions Boris and Corey. I tried to group all the objects of the building together (which is just like having them all selected I think) and then exported as Vray Mesh Export > Export all objects in single file..Automatically create proxies. I rendered the scene and again the entire building rendered with a single material which was the wall paint applied to one of the surfaces in that model. Boris, yes thats right I do not have 400 materials Just a wall paint, glass mat and another 2 wall paint bitmaps. 4 in total. So I think I need to ungroup the building and then select the objects one by one, and then attach them. Boy that's going to be a lot of selections Link to comment Share on other sites More sharing options...
Boris Horosavin Posted March 10, 2012 Share Posted March 10, 2012 (edited) No, no mate, you don't need to do that, try like this: 1. select only objects you will attach together, do right click and then Isolate selection, so that you only see those objects in viewport. 2. Now, select any of those objects, convert it into poly if you didn't do that already and under Editable poly menu on the left side of screen go to Attach list (that's a small button right next to Attach) and add all the elements you have on that list 3. After that you will be asked a question which way to treat existing materials of your objects. You should chose second option (Match Material to Materials ID, that is) This way you will easily create one big poly from several objects and will conserve all the materials as one big Multi/sub-object material. Note, however, that you won't be able to change UVW mapping once unification is done, so do that first. And if you import Vray proxy afterwords into another scene or want to make any kind of changes you can use Eyedropper tool from Material editor to save Multi/Sub-obj. material you got into a slot. That way if you want to tweak or change any of materials you can simply choose it from sub-object level of main material and manipulate it. Edited March 10, 2012 by Horosavin Link to comment Share on other sites More sharing options...
LightRays Posted March 10, 2012 Author Share Posted March 10, 2012 Hi again and thank you for taking the time to explain this process. You are an expert. Link to comment Share on other sites More sharing options...
albertwang Posted June 8, 2012 Share Posted June 8, 2012 Hey all, Great tips but i'm having a problem getting the "Match Material to Materials ID" option prompt to show. When I click either "attach" or "attach list", I am able to attach multiple objects but the options menu for matching materials does not show up. Is there possibly something wrong with my defaults? Thanks for the help! Link to comment Share on other sites More sharing options...
Boris Horosavin Posted June 8, 2012 Share Posted June 8, 2012 hm, rather strange... as far as I see it this could have happened for two reasons: a) you didn't assign any materials to objects, they are still on default, basic color the way you produced them or b) all the objects are already of the same material. if none of the above is the case then I'm clueless. cheers. Link to comment Share on other sites More sharing options...
Corey Beaulieu Posted June 8, 2012 Share Posted June 8, 2012 Agreed. Not sure unless it is one of things Boris said. Sorry Link to comment Share on other sites More sharing options...
albertwang Posted June 8, 2012 Share Posted June 8, 2012 Ah got it, yeah they were all the same material. Thanks! Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now