ajz Posted March 8, 2015 Share Posted March 8, 2015 Hello. I'm making an RBD simulation that involves several hundred point objects. For performance reasons I'm simulating several types of low-res objects but I'd like to replace them with their high-poly versions at render time. I looked up the docs, but cannot find any info there on how to do it. Could someone perhaps give me a hint? Quote Link to comment Share on other sites More sharing options...
ajz Posted March 9, 2015 Author Share Posted March 9, 2015 I've been doing some digging and I found this great example by Tamte: https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=132232#132232. With a subtle modification it works with point objects. Here's the scene, in case someone is interested:rbd_point_object_proxies.hipnc Quote Link to comment Share on other sites More sharing options...
ajz Posted March 9, 2015 Author Share Posted March 9, 2015 I just noticed that there's a slight misinformation in a comment of the point_source_torus node, because I forgot to re-enable render as subdivision. But it's irrelevant for the whole process. Quote Link to comment Share on other sites More sharing options...
Netvudu Posted March 10, 2015 Share Posted March 10, 2015 Indeed. That´s one of the simplest ways. If for any reason instead of one single object, you have several with different positions (for instance a voronoi-cutted object with different pieces and rotations) you should use the Transform Pieces SOP, which works great. 1 Quote Link to comment Share on other sites More sharing options...
ajz Posted March 10, 2015 Author Share Posted March 10, 2015 Thanks Netvudu for the tip about Transform Pieces SOP. I'll most definitely look into it. Until then, I took advantage of Anim's example (http://forums.odforce.net/topic/16949-creating-random-rbds-with-rbd-point-object/#entry103315) as a base for setting up object randomization. rbd_point_object_proxies_random_geo_and_rotation.hipnc Quote Link to comment Share on other sites More sharing options...
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