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	<title>Comments on: mip_binaryproxy</title>
	<atom:link href="http://www.djx.com.au/blog/2008/10/30/mip_binaryproxy/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.djx.com.au/blog/2008/10/30/mip_binaryproxy/</link>
	<description>more serious than before (in a good way)</description>
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		<title>By: david</title>
		<link>http://www.djx.com.au/blog/2008/10/30/mip_binaryproxy/comment-page-1/#comment-10351</link>
		<dc:creator>david</dc:creator>
		<pubDate>Fri, 05 Jun 2009 13:32:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.djx.com.au/blog/?p=115#comment-10351</guid>
		<description>Nice one matt. I haven&#039;t actually tried it yet, but I love the idea of running a little bit of mel from the UI. It will make it so much easier when running those little snippets looped code that are too specific to make a permanent script from.</description>
		<content:encoded><![CDATA[<p>Nice one matt. I haven't actually tried it yet, but I love the idea of running a little bit of mel from the UI. It will make it so much easier when running those little snippets looped code that are too specific to make a permanent script from.</p>
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		<title>By: matt</title>
		<link>http://www.djx.com.au/blog/2008/10/30/mip_binaryproxy/comment-page-1/#comment-10350</link>
		<dc:creator>matt</dc:creator>
		<pubDate>Thu, 04 Jun 2009 15:39:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.djx.com.au/blog/?p=115#comment-10350</guid>
		<description>yep. also on the connecting-lots-things side, i&#039;m using multitude manager more and more. handy script by andrew chapman that lets you set attrs, select stuff, do lots of repetitive things with a minimum of fuss, and build a nice preset library as you go. Would make quick work of wiring up many objects to a single binaryproxy, or even many binaryproxies.

http://www.technolumiere.com/software/multitudeManager.html</description>
		<content:encoded><![CDATA[<p>yep. also on the connecting-lots-things side, i'm using multitude manager more and more. handy script by andrew chapman that lets you set attrs, select stuff, do lots of repetitive things with a minimum of fuss, and build a nice preset library as you go. Would make quick work of wiring up many objects to a single binaryproxy, or even many binaryproxies.</p>
<p><a href="http://www.technolumiere.com/software/multitudeManager.html" rel="nofollow">http://www.technolumiere.com/software/multitudeManager.html</a></p>
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		<title>By: david</title>
		<link>http://www.djx.com.au/blog/2008/10/30/mip_binaryproxy/comment-page-1/#comment-10349</link>
		<dc:creator>david</dc:creator>
		<pubDate>Thu, 04 Jun 2009 12:30:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.djx.com.au/blog/?p=115#comment-10349</guid>
		<description>Thanks for the tip matt. It&#039;s certainly easier that way.</description>
		<content:encoded><![CDATA[<p>Thanks for the tip matt. It's certainly easier that way.</p>
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		<title>By: matt</title>
		<link>http://www.djx.com.au/blog/2008/10/30/mip_binaryproxy/comment-page-1/#comment-10348</link>
		<dc:creator>matt</dc:creator>
		<pubDate>Thu, 04 Jun 2009 09:17:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.djx.com.au/blog/?p=115#comment-10348</guid>
		<description>btw, had to unhide the mip shaders (AGAIN) on 2009, noticed the customNodeClass mel uses an optionvar now, so no mel hacking required. Just type

optionVar -iv &quot;MIP_SHD_EXPOSE&quot; 1

save prefs, restart maya, shaders are now all there, even placed in correct shader categories.</description>
		<content:encoded><![CDATA[<p>btw, had to unhide the mip shaders (AGAIN) on 2009, noticed the customNodeClass mel uses an optionvar now, so no mel hacking required. Just type</p>
<p>optionVar -iv "MIP_SHD_EXPOSE" 1</p>
<p>save prefs, restart maya, shaders are now all there, even placed in correct shader categories.</p>
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		<title>By: david</title>
		<link>http://www.djx.com.au/blog/2008/10/30/mip_binaryproxy/comment-page-1/#comment-10294</link>
		<dc:creator>david</dc:creator>
		<pubDate>Tue, 10 Mar 2009 11:31:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.djx.com.au/blog/?p=115#comment-10294</guid>
		<description>Wow! That&#039;s a lot of polys. I&#039;m amazed.

You can hook up the mip_binaryproxy after duplicating your proxy objects. This would be best done using some mel to loop through your objects, since there are so many.

So, you would select all your proxy objects and then enter these 2 lines in the script editor. (mipBP is the name of my existing  mip_binaryproxy node, so change this to suite your scene)

string $sel[] = `ls -sl`;
for($s in $sel) connectAttr -f mipBP.outValue ($s+&quot;.miGeoShader&quot;);</description>
		<content:encoded><![CDATA[<p>Wow! That's a lot of polys. I'm amazed.</p>
<p>You can hook up the mip_binaryproxy after duplicating your proxy objects. This would be best done using some mel to loop through your objects, since there are so many.</p>
<p>So, you would select all your proxy objects and then enter these 2 lines in the script editor. (mipBP is the name of my existing  mip_binaryproxy node, so change this to suite your scene)</p>
<p>string $sel[] = `ls -sl`;<br />
for($s in $sel) connectAttr -f mipBP.outValue ($s+".miGeoShader");</p>
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		<title>By: igi</title>
		<link>http://www.djx.com.au/blog/2008/10/30/mip_binaryproxy/comment-page-1/#comment-10293</link>
		<dc:creator>igi</dc:creator>
		<pubDate>Mon, 09 Mar 2009 21:32:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.djx.com.au/blog/?p=115#comment-10293</guid>
		<description>I made test with your technique and it works great. Managed to render 18 billion (18000 objects x 1 million polys), but it can be done more (seems almost infinite). Render time is super fast, at low settings final gather and render completed in 20 seconds.
My question is this, since I am not so skilled in node connection: can I first copy proxy objects (for example cube) and AFTER that connect them all at once to mip_binaryproxy node?

Here are images of proxy test (this is sample tree from archmodels)
http://www.shrani.si/f/2l/99/44PFVibi/proxy-test-18g-poligonov.jpg
http://www.shrani.si/f/17/Xj/4oKsMwZM/proxy-test-18g-poligonov.jpg</description>
		<content:encoded><![CDATA[<p>I made test with your technique and it works great. Managed to render 18 billion (18000 objects x 1 million polys), but it can be done more (seems almost infinite). Render time is super fast, at low settings final gather and render completed in 20 seconds.<br />
My question is this, since I am not so skilled in node connection: can I first copy proxy objects (for example cube) and AFTER that connect them all at once to mip_binaryproxy node?</p>
<p>Here are images of proxy test (this is sample tree from archmodels)<br />
<a href="http://www.shrani.si/f/2l/99/44PFVibi/proxy-test-18g-poligonov.jpg" rel="nofollow">http://www.shrani.si/f/2l/99/44PFVibi/proxy-test-18g-poligonov.jpg</a><br />
<a href="http://www.shrani.si/f/17/Xj/4oKsMwZM/proxy-test-18g-poligonov.jpg" rel="nofollow">http://www.shrani.si/f/17/Xj/4oKsMwZM/proxy-test-18g-poligonov.jpg</a></p>
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		<title>By: dican</title>
		<link>http://www.djx.com.au/blog/2008/10/30/mip_binaryproxy/comment-page-1/#comment-10222</link>
		<dc:creator>dican</dc:creator>
		<pubDate>Mon, 19 Jan 2009 02:06:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.djx.com.au/blog/?p=115#comment-10222</guid>
		<description>cool men</description>
		<content:encoded><![CDATA[<p>cool men</p>
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		<title>By: rachid</title>
		<link>http://www.djx.com.au/blog/2008/10/30/mip_binaryproxy/comment-page-1/#comment-10171</link>
		<dc:creator>rachid</dc:creator>
		<pubDate>Tue, 18 Nov 2008 13:19:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.djx.com.au/blog/?p=115#comment-10171</guid>
		<description>Yes I&#039;ve instanced  2500 objects with the volleyball and the clay, I can go up, but 2500 just to answer to this question posted here:
http://www.mymentalray.com/forum/showthread.php?t=2116
In maya2009 you can export  the .mi file as ASCII, so you have ability to do some modification on it !
I&#039;ve noticed that when you create an object with multi textures on it, you must create a default set by selecting one of the Component ( face, edge, or vertex, etc...) without the set  you get a black render with nothing!
You can also  export multi objects at once, say you have in the scene a lot of objects
a cube, a sphere, a torus, etc...
so select all the faces for the cube and create a set, do your UV, apply different textures ..
Do the same things with the others objects, so the idea is:  each object must have a set.
Finally  combine all the objects, delete the history and freeze the transformations and export as Render Proxy [Assembly]  
then put the combined object in to the layer and make it invisible or just hid it
the rest is to load the .mi file in a cube, instance many times you want until you rich the limit!
best regards
/rachid</description>
		<content:encoded><![CDATA[<p>Yes I've instanced  2500 objects with the volleyball and the clay, I can go up, but 2500 just to answer to this question posted here:<br />
<a href="http://www.mymentalray.com/forum/showthread.php?t=2116" rel="nofollow">http://www.mymentalray.com/forum/showthread.php?t=2116</a><br />
In maya2009 you can export  the .mi file as ASCII, so you have ability to do some modification on it !<br />
I've noticed that when you create an object with multi textures on it, you must create a default set by selecting one of the Component ( face, edge, or vertex, etc...) without the set  you get a black render with nothing!<br />
You can also  export multi objects at once, say you have in the scene a lot of objects<br />
a cube, a sphere, a torus, etc...<br />
so select all the faces for the cube and create a set, do your UV, apply different textures ..<br />
Do the same things with the others objects, so the idea is:  each object must have a set.<br />
Finally  combine all the objects, delete the history and freeze the transformations and export as Render Proxy [Assembly]<br />
then put the combined object in to the layer and make it invisible or just hid it<br />
the rest is to load the .mi file in a cube, instance many times you want until you rich the limit!<br />
best regards<br />
/rachid</p>
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		<title>By: david</title>
		<link>http://www.djx.com.au/blog/2008/10/30/mip_binaryproxy/comment-page-1/#comment-10168</link>
		<dc:creator>david</dc:creator>
		<pubDate>Tue, 18 Nov 2008 12:26:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.djx.com.au/blog/?p=115#comment-10168</guid>
		<description>Hi rachid, you can use instance if you prefer. In the past I have had some problems with instancing and mentalray, resulting in very slow scene translation at render time. I think these bugs were fixed in maya 2008, but I have been cautious about using them still. And I have done only minimal testing of instances and mip_binaryproxy together.

If you do some tests I would be pleased if you would drop back and let us know your experiences.</description>
		<content:encoded><![CDATA[<p>Hi rachid, you can use instance if you prefer. In the past I have had some problems with instancing and mentalray, resulting in very slow scene translation at render time. I think these bugs were fixed in maya 2008, but I have been cautious about using them still. And I have done only minimal testing of instances and mip_binaryproxy together.</p>
<p>If you do some tests I would be pleased if you would drop back and let us know your experiences.</p>
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		<title>By: rachid</title>
		<link>http://www.djx.com.au/blog/2008/10/30/mip_binaryproxy/comment-page-1/#comment-10111</link>
		<dc:creator>rachid</dc:creator>
		<pubDate>Mon, 17 Nov 2008 14:47:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.djx.com.au/blog/?p=115#comment-10111</guid>
		<description>As always, nice work david 
I want to know why you don&#039;t use Instance for populating the low res?  
I know that copy eat a lot of memory !
So what is the best way, Instance or Parent? or are you using parent  just to get different Shader?
best regards
/rachid</description>
		<content:encoded><![CDATA[<p>As always, nice work david<br />
I want to know why you don't use Instance for populating the low res?<br />
I know that copy eat a lot of memory !<br />
So what is the best way, Instance or Parent? or are you using parent  just to get different Shader?<br />
best regards<br />
/rachid</p>
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