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SU and Maxwell Proxies
Posted: Wed Nov 23, 2011 9:35 pm
by brodie_geers
A long time ago there were some cool ideas floating around about proxies and how beneficial they'd be for SU. The idea went something like this. You'd have a SU component that, upon export, would look for a particular .mxs file to replace itself with. So, for example, you could scatter about a bunch of components made up of simply a vertical line but when you export the scene it would find an MXS file with a high poly tree in it so the final Maxwell scene would contain all of those high poly trees.
Does the new Maxwell proxy system get us any closer to that possibility?
-Brodie
Re: SU and Maxwell Proxies
Posted: Wed Nov 23, 2011 9:50 pm
by numerobis
Yes, i thought the same... it would be great if something like this could be implemented.
Re: SU and Maxwell Proxies
Posted: Wed Nov 23, 2011 9:51 pm
by JDHill
Yes, MXS References are what has been needed to do this -- I just have to build a system to allow them to be used conveniently from the plugin. This is going to be huge, since references can be instanced, which means the amount of geometry you can render will be almost unlimited.
Re: SU and Maxwell Proxies
Posted: Wed Nov 23, 2011 11:01 pm
by brodie_geers
Wonderful news. That will indeed be
revolutionary for SU rendering. It'll be nice to have one more thing to rub in the noses of the Vray for SU users
-Brodie
Re: SU and Maxwell Proxies
Posted: Wed Nov 23, 2011 11:24 pm
by numerobis
WOW! great!

Re: SU and Maxwell Proxies
Posted: Mon Feb 27, 2012 7:01 am
by Richard
brodie_geers wrote:It'll be nice to have one more thing to rub in the noses of the Vray for SU users
That's the right attitude Brodes!

Re: SU and Maxwell Proxies
Posted: Mon Feb 27, 2012 12:13 pm
by gtalarico
So what are the benefits of using this method versus
the standard SU proxy (name component "_proxy")?
In my current workflow, I import the high poly tree, copy, make unique, turn it into a stick, copy it a billion times all over the place, name with the same name as the high poly component but with the suffix "_proxy" and at render time the stick gets replaced with the high poly tree. It keeps my SU model super light!
Pardon my stupidity if I am missing something.... : P
Re: SU and Maxwell Proxies
Posted: Mon Feb 27, 2012 12:37 pm
by Half Life
No need to import the high-poly geometry into SketchUp at any point -- which means potentially any file that Maxwell Studio can import can be used in SketchUp (at what poly count it is) at that point.
This unlocks not only poly counts SketchUp could never support, but also eliminates the labor intensive "import and cleanup" routine.
Best,
Jason.
Re: SU and Maxwell Proxies
Posted: Mon Feb 27, 2012 12:58 pm
by Richard
I've tried in the past to pull one Good tree into SU and it just stalls! Sure one can get some higher poly models in to SU but not one of the sort studio would just laugh at!