So I've been looking a way to do this quite a while now, for optimizing imported trees, which have thousands of identical leaves, this would take down the size like hundred times lower - there are scripts to detach elements, and scripts to convert identical geometry to instances (this last one tends to perform strangely, as it instances everything and moves to the original object..) - probably requires optimization and hacking code..
- still the main problem here is that thousand leaves takes soo bloody long to process that it is not a viable option to even use a script, maybe more suitable to a plugin - but I saw nothing similar to that, no plugin detaches elements from object mainly done with scripts, and then converting everything to instances takes that much longer
- all of this mostly for optimizing memory requirements, as I primarily use octane render, not sure if stuff is more optimized for vray, but for some reason, all trees have their thousands of leaves as meshes - instead of instances of a single mesh - maybe max prefers single collapsed mesh instead of instanced objects (also file size would be considerably smaller with instances).. still
- I know, the best way would be to try and create my own, which I will try and do, but what about all those times you need an exact tree and no time to create it
..also where are the resources to try and start coding some max plugins in C? - it looks scary and messy to even do a "hello world" plugin
..BTW just tried the maya built in feature, mesh>separate - it explodes elements under a minute, the maxscript wasn't done after 10 minutes had to force close it.. maya wins here? - max doesn't even have this option available as default..
By robobear510 · 2015-03-19