Join Brian Bradley for an in-depth discussion in this video Using V-Ray objects: Proxies, part of SketchUp: Rendering with V-Ray 3.
- [Instructor] In this particular exercise we're going to take a quick look at how we can add geometric detail to our scenes that would typically be completely impossible to create. To help us do this we're going to take a look at using V-Ray's proxy object. Now, the term proxy refers to something or someone that stands in, deputizes or acts on behalf of someone or something else. In V-Ray terms then in a proxy object is a visually simplified piece of geometry that sits in the scene and acts as a stand in for a much more complex object, one that would usually be difficult to make use of in SketchUp and V-Ray due to the strain that it would place on system resources such as memory.
Using a proxy object instead of a dense polygon mesh could help in terms of say view port navigation in SketchUp. Every 3D user either has or at some point will experience working with a scene where navigating the view port becomes almost impossible and extremely frustrating as the view stutters and jumps around in a very unhelpful way. To help us walk through the process then of creating a proxy object in V-Ray, we're going to make use of our shader ball geometry which whilst not really a complex model in terms of its polygon count is nevertheless complex enough to help us see just how useful proxy objects could be on a production project.
One of the first things we need to be aware of then before we go ahead and turn any objects into a proxy is that once we perform the conversion, the model will no longer be editable by us. This is a one-way trip and so, we will generally want to be certain that first of all, we are working with a copy of our model in a new file and not the original and that secondly, we are sure that the model is finished. If materials are going to be required, this means having those applied as well. In other words, we need to be certain that our model is as complete as it needs to be before we go ahead and create a proxy from it.
Once we are certain of all of that, we can go ahead and write proxy objects out of SketchUp. To do that all we need do is make certain that all of the geometry that we want including in our proxy definition is selected after which we can come to the toolbar and click the Export Proxy button. When the save VR mesh file dialog pops up, we want to give our proxy a name and then pick a location that we want to save the file to. Clicking the save button opens up a dialog that asks if we want to replace the selection in the scene with the proxy once done.
In this instance we can say yes and we are done. We now have a low resolution proxy sitting in our scene. This essentially is just a collection of evenly spread faces that are designed to give us a basic visual outline or representation of the geometry in the scene so that we can work with it for both placement and composition purposes. When we hit the render button however, rather than having this triangulated mesh show up in the image, what we get is our full shader ball geometry.
What we can do now is add as many copies of this geometry to the scene as we like without incurring any penalty at all really in terms of either view port or render time slow down. In fact, let's make it look here as if we have a crowd of shader balls sitting in the scene by clicking on the import proxy button and then left clicking to place lots of copies all over the show. Now, technically speaking, we should at this point have enough polygons in the scene to start to see a slow down at render time.
What we see when we hit the render button though is that we get our render back in a very short space of time indeed given the number of polygons that we are rendering with that is. Now, of course, none of the proxy objects that we have just added have inherited the base grain material of our original but we can easily fix that by double clicking to jump inside the proxy group which is just one big giant entity at this moment in time, use the control and A keys to select everything and then come to the material list and right click to assign the proxy material multi-option that was created along with the original proxy object.
When we render again, we can see that everything is now working just fine. No out-of-memory problems, no rendering at a crawl which means we can happily use this tool to populate our SketchUp scenes with a density of objects that might otherwise be impossible to render with.
- Gamma handling in V-Ray 3 for SketchUp
- Working with interactive rendering
- V-Ray light types
- Working with irradiance mapping
- Rendering animations
- Working with the V-Ray camera
- Using the Materials UI
- V-Ray FX tools
- Stereoscopic 3D rendering
- Using V-Ray objects