RE: Un-Deform through weightmap

Date : Sun, 2 Jul 2006 16:46:17 -0400
To : <XSI(at)Softimage.COM>
From : "Halfdan Ingvarsson" <hingvars(at)Softimage.COM>
Subject : RE: Un-Deform through weightmap
Title: Re: Un-Deform through weightmap
Hidden objects are pushed to render as an empty group. That way they can be instanced (in mental ray terminology), which means they have a transform (which can then be referred to from a shader), without using any geometry (which affects the scene bbox and bsp tree).
 
I like (brackets).
 
 - ½


From: owner-xsi(at)Softimage.COM on behalf of Joe Laffey
Sent: Sun 02-Jul-06 16:04
To: XSI(at)Softimage.COM
Subject: Re: Un-Deform through weightmap

On Sun, 2 Jul 2006, guillaume laforge wrote:
>
> The "out of the box solution" is to duplicate your object before the
> problematic operator ( a lattice for example ) and apply a shape key from
> the copy after the problematic operator. This way you can modulate the shape
> with a weight map.


This worked great! Thank you.

One question, though. My object is pretty high-poly, and I am using render
displacement mapping on it. Will the secnd copy of my object, which is
only being used as a shape, and not being rendered, take up extra memory
at render time? Or is XSI smart enough to use it only for the shape
deformation?

Just curious how hidden objects affect render memory. Is this a case where
rendering with ray3.exe would be more efficient? It seems that XSI
Advanced does not include a license to run ray3.exe, though. At least it
won't let me ;-(

Thanks,

--
Joe Laffey                |       Visual Effects for Film and Video
LAFFEY Computer Imaging   |     -------------------------------------
St. Louis, MO             |       Show Reel http://LAFFEY.tv/?e01641
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