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Image courtesy of Quentin Chaillet (www.qchaillet.com)

 

Maxwell Render can render referenced MXS files, if you don't want your geometry to be embedded in the scene. This allows you to replace repetitive or complex static geometry in your main scene by a reference to an MXS file (containing the object(s) and materials), and Maxwell will take the geometry from that external file at render time, before voxelization, dramatically reducing the main scene export time and the size of the scene file (saving space in disk and band width on transfers for network rendering). 

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Tip
titleAnother smart usage of referenced geometry
If you are creating a fly-through sequence with the camera traveling across your scene, you could reference the whole geometry to a MXS file, and move the camera around. As the geometry doesn't need to be exported (being an external link), the exportation of each frame will be really fast, and the MXS file for each frame of the animation will be very small. This is very suitable for Network rendering as only a small MXS file per frame needs to be transferred to all the nodes, and the main MXS reference scene which contains all the geometry will be sent only once to each node.

 

Override flags

The MXS_Reference offers some options to override visibility and object ID options of the referenced scene:

 

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MXS Reference specific options

 

Hidden and Hidden from Camera, Reflections/Refractions and Global Illumination options allow overriding any of those visibility flags applied to the objects in the referenced scene and apply them to all the objects in the referenced scene.

Object Id options allow you to customize how you want the reference to show in the object Id channel (if active). You have three options:

  • Container ID: it gets one unique color for all the objects included in the reference, which is the one specified in Appearance tab.
  • Content ID: it gets the colors of the objects specified in the referenced scene, so they can be many.
  • Recolor: it provides a new random set of colors (but they will always be the same for each object) for the objects inside the referenced scene.

 

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Render and object Id channel output with Object Id option set to Container ID, Content ID and Recolor.