Scene Management in 3ds Max - Part 1 - MR Proxy Objects

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Industry
  • Design Visualization
Subject
  • Animation
  • 2011
Products
  • 3ds Max
Skill Level
  • Intermediate
Duration
6 min

Scene Management in 3ds Max - Part 1 - MR Proxy Objects

In this first tutorial, learn how to convert 3D trees to .mib format (mr proxies) and save the source objects' material library to disk.

Notes

  • Recorded in: 3ds Max 2011
  • This tutorial is intended for use with 3ds Max version 2011 or higher.

Transcript


00:00:00 --> 00:00:06
mr Proxy objects are useful when rendering many instances of an object
using the mental ray renderer.

00:00:06 --> 00:00:14
They are particularly useful with high-polygon count objects such as
fancy seats in an opera house or 3D trees.

00:00:14 --> 00:00:21
The reason is that they don't need to be converted to mental ray
objects and you don't even need the source objects to be present at
render time.

00:00:22 --> 00:00:24
This saves time and frees memory for rendering.

00:00:25 --> 00:00:29
The viewport display of an mr proxy approximates the source object.

00:00:30 --> 00:00:35
This helps with viewport performance when you have hundreds or thousands
of instances to render.

00:00:35 --> 00:00:41
In this scene you have 4 oak trees created using the AEC Extended
Foliage object.

00:00:41 --> 00:00:55
Their level-of-detail, parameters and materials have been adjusted
to represent the four seasons: Winter, Spring, Summer and Fall.

00:00:55 --> 00:01:01
You will create mr-proxies of these trees that you can later scatter
across an uneven terrain.

00:01:01 --> 00:01:06
Go to the mental ray Create sub-panel and choose mr Proxy.

00:01:07 --> 00:01:12
Click & drag a proxy object of any size, and then go to the
Modify panel.

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Click the None button under Source Object and then select a tree,
for example the winter tree.

00:01:20 --> 00:01:23
Click the Write Object to File button.

00:01:24 --> 00:01:29
Navigate to the folder where you have placed the scene files
you downloaded for this tutorial,

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and then specify a name for your mr proxy, for example
MyProxyTree-Winter.

00:01:35 --> 00:01:38
As you save the file a dialog appears.

00:01:38 --> 00:01:44
Here you can leave the default Current Frame active, in the case
of a non-animated object like this oak tree,

00:01:44 --> 00:01:49
or you can specify an animation if you are creating an mr proxy of
an animated object.

00:01:50 --> 00:02:00
Click OK to exit the dialog. The mr proxy object is created
as a .mib file format and a preview .bmp image is created and displays
in the panel.

00:02:01 --> 00:02:09
The display of the mr proxy in the viewport is done by a set of points
or Viewport Verts, which mimics the shape of the source object.

00:02:10 --> 00:02:13
You can increase or decrease this number to your liking.

00:02:14 --> 00:02:22
Keep in mind that increasing the number may have an effect on viewport
performance when you start adding multiple instances of the mr proxy.

00:02:22 --> 00:02:27
You can also enable Show Bounding Box as a way to frame the volume.

00:02:28 --> 00:02:37
You can repeat this procedure to create mr proxies for the other trees,
or use the .mib/.bmp files you downloaded for this lesson.

00:02:38 --> 00:02:49
To load an mr proxy from disk, you create a new mr proxy object of any
size, go to the Modify panel, and then specify a Proxy File to load.

00:02:56 --> 00:02:59
The mr proxy size is adjusted to match the source object.

00:03:00 --> 00:03:05
You can adjust the scale if you need the mr proxy to be bigger
or smaller that the source object.

00:03:06 --> 00:03:11
Load up the remaining trees to have four proxies for the four source
trees.

00:03:36 --> 00:03:44
If you render the scene now, you will notice that the mr proxies,
although identical to the source objects as far as geometry goes,

00:03:44 --> 00:03:48
render only according to their wirecolors.

00:03:48 --> 00:03:55
If you start building a library of mr proxies, you might also want
to save their material libraries as well.

00:03:56 --> 00:03:58
Go to the Slate Material Editor.

00:03:58 --> 00:04:05
At the bottom of the Material/Map Browser, notice the four tree
materials that are currently applied to the source trees.

00:04:06 --> 00:04:16
In order to save these to a separate library that you can recall
at a later time, select the option to Create a New Library
and give it a name, such as myTrees.

00:04:18 --> 00:04:25
This creates a new rollout, and it is now easy to copy the tree
materials to that new library using simple click & drags.

00:04:50 --> 00:05:02
Once done, you can now right-click the myTrees rollout and save it
as .mat file, and store it to disk, possibly in the same folder
as the .mib files.

00:05:03 --> 00:05:09
If the materials are using any bitmaps, it is safer to also include
the bitmaps into the same folder.

00:05:09 --> 00:05:17
In this case, the file named elmleaf.tga that you downloaded along
with the scene files is needed for the tree leaves.

00:05:17 --> 00:05:22
At this point, you can leave the mrTrees library displayed or close it.

00:05:23 --> 00:05:28
If you need to reopen it, you can do so again using the browser's
option button.

00:05:31 --> 00:05:38
In the next movie, you learn how to scatter the mr proxies across
an uneven terrain.
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Tags
  • 3ds Max
  • Animation
  • 2011
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