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Apparently Blender users don't know what a proxy is.

A proxy in MAYA is an ASS. On redshift it is a .proxy On Vray it is a .vrayproxy

...

It is not a LOD, it is not an instance. Your "hapend" or your "link" ARE NOT PROXY.

I'm surprised, for 3D rendering software not to have a proxy system is outrageous. You develop a lot of things, but you missed the "base".

A proxy is a geo that is "saved" locally on a hard drive. Then we import it into our scene, but in the viewer we only have an empty "cube". The geo is only displayed when rendering. This allows for gigantic scenes. Today blender is for me a useless software. My production will have to buy licenses for another software to make scenes "complex" therefore, even if it means paying for a software to stay there. Just because "Blender" does not have a proxy we are forced to turn to another software.

Another proof that you don't know what a proxy is? blendergrid.com/learn/articles/how-pixar-speeds-up-their-3d-workflow

This article shows that blender users have no idea what a proxy is (dont say me "you have a link or happend")

lol.JPG proxies are generated for each renderer. When we want to export a destruction from Houdini, we use the "arnold for houdini" plugin to generate an ass export that only ARNOLD can read.

I have not yet found a blender plugin to export a proxy from Houdini ... conclusion? Blender does not have a proxy system

I hope in the futur the blender guys will dev this system, or you will forever be a software for beginners learning to make cubes

60%

Development Status: Incomplete

Upvote 9 Downvote 6
Baboulinet
8 Aug 2021

5 Comments

Nevil

Creating Proxy in blender is possible and simple.

Create a Proxy Source file:

  1. Put Original mesh(s) and Proxy(s) in a Collection.
  2. Make Original Meshes hide in viewport but visible in render.
  3. Make Proxy Object Visible in viewport and Hide in render.
  4. Save the file (this file will be the Proxy).

Import Proxy in scene:

  1. Link the Collection that contains Proxy and Original Mesh to scene.
  2. Use Object itself or distribute with Geometry node.

Render:

  1. Render as regular scene.

Advantages:

  1. Proxy file are same Blender file and that make update and edit easy (Unlike the other method that uses different file format).
  2. Multiple Proxy could collect in a single file and make manage of the project easier for big projects.
  3. Adding multiple object at single time from a single file is time saver.
  4. Multiple objects in same file can share same material or mesh data and that helps to save ram space.
  5. Not only Mesh but every thing (Particle, Rigged and animated object, Volume, light and ...) could be used in this way.
3
Baboulinet Author

This is "NOT" a proxy man. A proxy it's a file who have a specific EXT. He is writer in a local space in the computer. I can import that in some scene like a empty bounding box and make a setdress to it. With that system we can export from another software a geometry with a specific format who CYCLE or EEVEE have. AND a proxy have some different attribute like width, pscale or another things.

LIKE I VE SAY ... PLS GO LEARN WHAT IS A PROXY ...use google, use arnold, use Redshift, use Vray ... and, after that, tell me again your process ...

vincgordo

This is not a proxy system. You still handle billion of polygones in the viewport.

1
pablovazquez

Today blender is for me a useless software. My production will have to buy licenses for another software to make scenes "complex" therefore, even if it means paying for a software to stay there. Just because "Blender" does not have a proxy we are forced to turn to another software.

This is a rant, not a proposal. I will mark this as incomplete. Please elaborate and write a more constructive proposal next time with details on how you think such a system should be implemented in Blender.

vincgordo

this is clearly a proposal ! no need to describe more. "how do he think" ??? juste reproduce what every rendering softwares have already coded. for an exemple vray-> vrmesh. the proxy is read only during the rendering, not handle IN the viewport.