How to reduce max File size using Proxy and XRef
In this lesson I will provide you full detail about Proxy and Xref. From Proxy and XRef you can reduce your max file and it’s easy to work on heavy files. so just read this article or watch my full video for how to create Proxy of you object and Importing model as XRef on your main file. If you like my article please comment on it.
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VRayProxy imports geometry from an external mesh at render time only. The geometry is not present in the 3ds Max scene and does not take up any resources. This allows the rendering of scenes with many millions of triangles, more than 3ds Max itself can handle.
Exporting a Mesh to a File
Before importing a mesh through a VRayProxy object, you need to create the mesh file first. This can be done in multiple ways:
- Through the Quad menu: Select the meshes you want to export, right-click in the viewport and select the V-Ray mesh export option to display the Mesh Export dialog.
- Dialog from MaxScript: Select the meshes you want to export and then type doVRayMeshExport() in the MaxScript Listener window to display the Mesh Export dialog.
- Direct export from MaxScript: Select the meshes you want to export and then use the vrayMeshExport() function. For more information, please see the MaxScript page.
The function returns ok if the .vrmesh file was exported successfully, and undefined otherwise.
Mesh Export Dialog
The Mesh Export Dialog specifies the mesh file as well as some export options.
Folder – Specifies the folder where the mesh file(s) will be created.
Export all selected objects in a single file – Takes all selected objects and merges them into one mesh file. This option also stores the transformations of the selected objects. When importing the file with a proxy object, it must be centered at the origin if you want the objects to be in the same place. Also, since the imported mesh is rendered using the material of the proxy object, all meshes from the file will render with that material. You must use sub-object materials and different material IDs if you want the meshes to have different materials.
Export each selected object in a separate file – Creates one file for each selected object. The name of each file is derived from the name of the corresponding 3ds Max node. The transformation of an object is not included in its mesh file, and the corresponding proxy must have the same transformation as the original object if it is to appear in the same place. Note that you can use this option even with a single object, which will cause the object’s pivot point to be preserved in the exported .vrmesh file.
File – Specifies the name of the file when Export all selected objects in a single file is selected. A path does not need to be specified; the Folder path will be used.
Specify preview mesh – When enabled, uses a mesh to preview the proxy in the viewport.
Pick preview mesh – Specifies the mesh to be used as a preview for the proxy in the viewport.
Export animation – When enabled, exports the animation from an animated mesh in the .vrmesh file.
Frame range – Specifies how to determine the range of animation frames to be exported into the .vrmesh file.
Scene animation range – Exports the whole animation into the .vrmesh file.
Frame range – Exports only the section of the animation specified with the Start Frame and the End Frame parameters.
Redraw views during export – When enabled, plays the animation in the viewport while it is being exported. This is an easy way to monitor the progress of the export.
Automatically create proxies – When enabled, creates proxy objects for the exported meshes. The proxies will have the correct transformations and materials derived from the original objects. The original objects will be deleted.
Export point clouds – When enabled, adds a point cloud representation of the mesh separated into different levels of detail. The various levels of detail can be used by proxies for saving memory when rendering distant objects.
Lowest level point size – Determines the size of point cloud disks at the most detailed level. If this value is small, point clouds rendered at the lowest level will appear closer to original mesh but will use more memory. For more information, see the Lowest Level Point Size Parameter example below.
Faces in preview % – Specifies how many faces will be used to show a preview of the proxy in the viewport.
Warn for existing files – When enabled, V-Ray will display a warning when saving over an existing file.
Min preview faces – Sets the minimum amount of faces that will be used as a preview on importing using VRayProxy.
Max preview faces – Sets the maximum amount of faces that will be used as a preview on importing using VRayProxy.
Preview type – Specifies the method for producing a preview mesh from the original geometry. Previous versions of V-Ray have used the Face Skipping (very fast) method.
Vertex Clustering (fast) – Uses a uniform grid with at most one vertex in each cell. This method is very fast and robust, but will not preserve fine details.
Refined Clustering (quality) – A two-stage algorithm that uses vertex clustering to get the job halfway done. Then a more sophisticated but slower algorithm finishes the mesh simplification. This method produces higher quality meshes than the Vertex Clustering (fast) method alone but is slightly slower.
Face skipping (very fast) – Displays randomly picked faces from the original mesh. This is the fastest algorithm, but it doesn’t produce a connected mesh.
Faces in voxel – Specifies the maximum number of faces in a voxel after voxel subdivision.
Optimize for instancing – When enabled, each mesh object will occupy a whole voxel.
Create Multi/Sub-Object Mtl – This option is available when multiple objects with different materials are exported. When enabled, V-Ray will assign a Multi/Sub-Object material to the created proxy and the sub-materials will be assigned to the appropriate faces automatically.
Condense Multi Mtl – When enabled, V-Ray makes sure that only unique materials are exported.
Pressing the OK button will create the mesh files and the proxy objects. The export process may take some time depending on the amount of geometry that must be processed.
The XRef Objects dialog is divided into the XRef Record section at the top and the XRef Entities section at the bottom. The XRef Objects dialog provides controls to add and remove XRef objects, controllers, and materials.
When you create XRefs, the mapping between each externally referenced item and their source items is unique. This allows correct external referencing of source items with identical node names. However, if you retarget an externally referenced item by choosing a source object name that is not unique in the source scene, 3ds Max might not map the externally referenced item to the desired source object.