Default geometry type should be "Scatter" like in Standalone, not "Global".
The "Global" geometry type add a lot of confusion for new users and waste of time for others.
A lot of things doesn't work with it and Octane for Maya seems buggy because of this:
This geometry type merge all "global" meshes into one mesh before rendering, as a consequence, it doesn't support ID pass, subdivision levels, instances, n-gon, ...
For static geometry, renders are quickers with "global" geometry type instead of "scatter" but export time is way longer not suitable for IPR then.
So it seems to not worth the hassle to have it as a default geometry type as it is useful only at the optimization time of a project.
Default geometry type to "Scatter" not "Global"
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+1 but also need be fixed the camera projection node to work with the others geometry mode. (only works with Global, also only maya plugcalus wrote:Default geometry type should be "Scatter" like in Standalone, not "Global".
The "Global" geometry type add a lot of confusion for new users and waste of time for others.
A lot of things doesn't work with it and Octane for Maya seems buggy because of this:
This geometry type merge all "global" meshes into one mesh before rendering, as a consequence, it doesn't support ID pass, subdivision levels, instances, n-gon, ...
For static geometry, renders are quickers with "global" geometry type instead of "scatter" but export time is way longer not suitable for IPR then.
So it seems to not worth the hassle to have it as a default geometry type as it is useful only at the optimization time of a project.

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