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Re: Request: Proxys

Posted: Sun Apr 12, 2020 1:28 pm
by fLuppster
Ehm, you can simply read the thread or my last post, that would explain it. ;)

Render instances: Like a copy of your geometry in the scene. You still have the source geometry object in your scene. Which makes the scene slower and the scene file bigger.

Proxy: You bake your geometry and textures into a file outside your application. You only have a placeholder in your scene. So the scene file is not getting bigger and the viewport is perfectly fluent. Orbx already does it. But as i said:

1) You can not change materials of Orbx objects without recreating them
2) Creating them takes ages.
3) File sizes of Orbx objects are way too big. My library would take 3 times the space, if i would use them.

Re: Request: Proxys

Posted: Sun Apr 12, 2020 4:59 pm
by aoktar
fLuppster wrote: 1) You can not change materials of Orbx objects without recreating them
You can change it in standalone. Also ORBX is not a proxy format, it's standalone scene format in reality.

Re: Request: Proxys

Posted: Mon Apr 13, 2020 11:33 am
by fLuppster
November 25, 2019:
aoktar wrote:Orbx loader is a kind of proxy. Save your scene or models as orbx and bring back
aoktar wrote:
fLuppster wrote: 1) You can not change materials of Orbx objects without recreating them
You can change it in standalone. Also ORBX is not a proxy format, it's standalone scene format in reality.

Yes, that is why i brought up the whole topic. The possibility to change materials in the Standalone is not very helpful for my C4D workflow.

That is why i once again even had to discuss why Proxys are needed. Orbx are not comparable with real proxys. This is why we need them in C4D. I hope, after this long long road of misunderstanding, you can finally understand my concern.

Again, the three things i am pointing out:
1) You can not change materials of Orbx objects in C4D without recreating them. This makes them pretty useless in a proper production workflow.
2) Creating them takes ages.
3) File sizes of Orbx objects are way too big. My library would take 3 times the space, if i would use them.

But i won't use them anyway, because they are not production ready at this point. I really hope i am heared this time.

Re: Request: Proxys

Posted: Thu Sep 12, 2024 12:53 pm
by Heerko
*BUMP*

Still no proxies right? Would be so amazing to have something like the Red Shift Proxies. Especially when working in a team. If a product shader or model needs changes, export and overwrite the proxy, and it is changed in every scene which has a link to the proxy.

Re: Request: Proxys

Posted: Thu Sep 12, 2024 12:58 pm
by SSmolak
Heerko wrote:*BUMP*

Still no proxies right? Would be so amazing to have something like the Red Shift Proxies.
With possibility to exchange proxy materials from current scene.

Re: Request: Proxys

Posted: Thu Sep 12, 2024 2:29 pm
by frankmci
Heerko wrote:*BUMP*

Still no proxies right? Would be so amazing to have something like the Red Shift Proxies. Especially when working in a team. If a product shader or model needs changes, export and overwrite the proxy, and it is changed in every scene which has a link to the proxy.
Since this is specifically the C4D sub forum, I feel the need to suggest X-Refs. No, they are not directly supported by Octane when it comes to Octane Render/ORBX, but within the C4D workspace they work quite well. They do take some careful management, but generally make collaboration and incremental asset development so much easier between multiple users and and across multiple scenes and projects.