Bubbaloo wrote:I've also had some limited success with instancing modelled grass blades, but once you get over 100,000 instances, Max becomes very slow at exporting the mxs.
You don't want to do this. Every instance is a discrete 'thing' which has an identity, and it takes both memory and disk space to maintiain this identity. Moreover, during export, there is alot of work that has to be done in the name of establishing all of those 100,000 identities. Much more time than it takes to just spit out scads of nameless x/y/z data. So the better strategy is to model a group of objects (i.e. join a bunch of blades of grass into one mesh), then instance that as necessary. The size of the group vs. the number of instances is going to be scene-specific, as regards what gives you the best results in terms of flexibility, memory, and export time.