RE: Un-Deform through weightmap

Date : Mon, 3 Jul 2006 09:21:57 -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
It means is that each hidden object takes up a very small, constant amount of memory. Just enough to hold the transform of the original object and its visibility flags. There is no geometry created for hidden objects.
 
 - ½


From: owner-xsi(at)Softimage.COM on behalf of Joe Laffey
Sent: Sun 02-Jul-06 16:52
To: XSI(at)Softimage.COM
Subject: RE: Un-Deform through weightmap

On Sun, 2 Jul 2006, Halfdan Ingvarsson wrote:

> 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).


Does that mean they take up the same amount of memory as non-hidden
objects? Or does that mean they would only take up the memory (be loaded)
if MR calls them for intancing?

(Make Sense?)  ;-)

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