Proxies
Posted: Tue May 21, 2019 7:38 am
Hi,
i'd love to have render time Proxies via the Octane Object Tag/Octane Scatter System.
For example: if you put a Octane object tag on an emitter, enable render as particle, drop an object into it, you can render insanely high poly objects and ALOT of them
this is also possible with octane scatter, but only for objects to scatter on.
now if i want to use a cloner, sim something, for example i sim with some balls, that roughly represent my final high poly model, i want to be able to assign an object tag to the sim-ball, and in the object tag tell octane to just replace the object with my high poly object.
why?
because the swap of geometry in octane is WAY more performant then doing anything with geometry swapping in c4d.
would be very nice to see this integrated.
regards,
raphael
i'd love to have render time Proxies via the Octane Object Tag/Octane Scatter System.
For example: if you put a Octane object tag on an emitter, enable render as particle, drop an object into it, you can render insanely high poly objects and ALOT of them
this is also possible with octane scatter, but only for objects to scatter on.
now if i want to use a cloner, sim something, for example i sim with some balls, that roughly represent my final high poly model, i want to be able to assign an object tag to the sim-ball, and in the object tag tell octane to just replace the object with my high poly object.
why?
because the swap of geometry in octane is WAY more performant then doing anything with geometry swapping in c4d.
would be very nice to see this integrated.
regards,
raphael