![]() This tells the plugin to operate on all geometry in scene, not only on selected objects. ![]() ![]() Go to Objects Filters section (at the top) and check the radio button called All Geometry, instead of the default Selection.So, let’s use Q-Proxies filters to identify the high resolution objects, so we can replace them later with proxies. Let’s assume that the objects in our scene are hard to identify and select.(If it was already open, please close it and re-open it, so it resets to default values) So we’ll use Q-Proxies plugin to solve this problem. Supposing this is a very complex scene, with lots of objects, polygons, modifiers, textures, etc, you would be probably experiencing a low viewport performance and waiting too long for saving and loading the scene. You have now a scene with more than 10 million faces (triangles), with a file size of about 452 Mb. Arrange them the way you like, in the center of the scene. Now make 10 copies in total (not instances).So now it will have more than 1 million faces. Give it 64 segments and add a TurboSmooth modifier to it, with 1 iteration. Create a teapot to represent a scuplture, with about 1/3 the height of a column.Make 6 instances in total and arrange them like the image above, to place our sculptures in the center, surrounded by the columns.Give it 5 height segments, 1 cap segment and 24 sides. In a new 3dsMax scene, create a cylinder to represent a column.So first, we are going to build this simple scene with high resolution meshes to make it heavy, and then we will use Q-Proxies to reduce it to a very lightweight scene. For simplicity, this sample scene will contain just 2 elements of the art gallery: columns (cylinders) and sculptures (teapots). Let’s pretend we have an architectural interior scene: an art gallery. There are 2 more tabs at the middle, with advanced options and help ( Manage/Tools and Help/About), wich are not covered by this introductory tutorial. Here you setup the parameters for creating the proxies: type of proxy mesh, amount of polygon reduction, bake animation, etc.Ĭontrols to set how to display proxy meshes in scene and whether to activate or not the replacement of proxies during render. Include options for filtering your scene meshes by number of faces, size, static/animated, and others. The 3 main sections are the ones initially visible when you run the plugin: The plugin’s UI has 5 different sections. Optionally, adjust a few proxy creation parameters (like mesh type, polygon reduction, animation baking, etc.).Select the Preset that best match the type of objects you are targeting.Set wich objects to convert to proxies / Configure Object Filters.And the best of all, it’s compatible with all render engines and third-party proxy objects, because it works independently from the current renderer and uses 3dsMax standard Editable Meshes, wich you can edit at any time. Q-Proxies can generate multiple different proxies at once, fast and effortlessly. ![]() You don’t need to manually build your proxies one by one, or plan how to optimize your scene before you actually create it. ![]() The main difference between Q-Proxies and other proxy objects (created with third-party render engines or plugins) is that the proxy creation process here is automatic. This way you end up with a lightweight scene, with smooth viewport navigation, that loads and saves much faster, so you can work comfortably and efficiently. When you make a render, the high-resolution references are temporarily brought back to scene, aquiring the changes you made to their proxies. Then, automatically replaces them with proxy meshes, wich are generally lowpoly versions of those objects, and stores the original ones (called references) in separate 3dsMax files. Q-Proxies helps you identify meshes in your scene with a high number of faces, through the use of object filters. It’s an extraordinary timesaver that will greatly speed up your workflow and make your life much easier. Q-Proxies helps you quickly downsize your heavy scenes through the automatic creation of proxy meshes, amazingly improving the viewport performance and reducing the loading/saving times. These problems result in frustration, wasted time and a low productivity. Giant file size, wich causes very long loading/saving times.Low viewport performance, wich makes scene navigation and manipulation a real pain.People who usually work with heavy 3dsMax scenes, with a great amount of objects and polygons, often have to struggle against 2 factors: ![]()
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