RSS< Twitter< etc

<< Back To XMesh Index

XMesh Loader MX Files Rollout

Overview

The XMesh Loader MX supports two file sequences - a Render Sequence and a Proxy Sequence

The Proxy sequence is optional and is typically employed to display a lower-res. version of the geometry in the viewports. The XMesh Saver MX provides options for saving the a Proxy sequence using the current viewport settings of objects like Particle Flow and Frost, as well as the viewport settings of any modifiers set to affect the object differently in the viewport and in the renderer. On top of that, mesh optimization / decimation modifiers can be added when saving the Proxy sequence to produce a lower resolution representation.

There are controls in the Loading rollout to determine which sequence should be used for rendering and which should be used for viewports. When there is no Proxy sequence specified, the Render Sequence will be used for both viewports and rendering. If no Proxy sequence is defined, you can still optimize the viewport display by using the Loading rollout's controls to show a bounding box, a percentage of the faces or a percentage of only vertices, or nothing at all.

The following controls are exposed in the Files Rollout:

Render Sequence
Choose the Render quality sequence. You can control which sequence is displayed in the viewport and at render time using the controls in the Loading rollout.
Proxy Sequence
Choose the Proxy quality sequence. You can control which sequence is displayed in the viewport and at render time using the controls in the Loading rollout.
Timing Controls
The "Timing" controls are identical to those in the Krakatoa PRT Loader and Frost - you can load the specific file name without changing the time, limit the loading range (YOU SHOULD limit the frame range to the valid interval saved to disk to avoid render frame failures - in fact, the XMesh Loader will set it automatically when you pick a sequence), offset and retime the animation using a Playback Graph.
Load Single Frame Only
Load the exact particle file name you selected, and do not attempt to load different frames. Animation playback will be effectively turned off.
Graph [a]
Enable the Playback Graph control, which is described below. This animatable parameter controls which file frame number is loaded for each scene frame.
Frame Offset
This offset is added to the scene frame number to calculate the particle file frame number. For example, if you are on frame 0 in the scene, and the Frame Offset is 10, then XMesh will load frame number 10 from the file sequences.
Limit to Custom Range:
When enabled, the XMesh Loader will only load frame numbers inside the range given by the First Frame and Last Frame controls.
Range
Attempt to find a frame range that is present in the render file sequence. If a range is found, then the First Frame, Last Frame, and Limit To Custom Range controls will be set. If no range can be found, then a warning dialog box will appear instead.
First Frame
When Limit To Custom Range is enabled, this is the first frame number that XMesh Loader will load.
Last Frame
When Limit To Custom Range is enabled, this is the last frame number that XMesh Loader will load.
Before Range Behavior
Control what the XMesh Loader will use for frames before the First Frame. Hold First will use the data from the first frame, while Blank will use an empty mesh.
After Range Behavior
Control what the XMesh Loader will use for frames after the Last Frame. Hold Last will use the data from the last frame, while Blank will use an empty mesh.
Loading Mode
Control the behavior when sub-frames are requested by the renderer to produce Motion Blur.
Frame Velocity Offset
Uses the nearest full frame and the corresponding Velocity channel (if generated during the Saving process). The Vertices will be moved along the velocity vector. The result is linear interpolation between a full frame and half a frame later due to the linear nature of the velocity data.
Subframe Velocity Offset
Uses the nearest sub-frame file and its Velocity channel (if available). If you have saved sub-frames by setting the Step value in the Saver to a value less than 1.0, the XMesh Loader will take full advantage of the sub-frame data. Switching back to "Frame Velocity Offset" will effectively ignore the sub-frame data on disk. Using sub-frames will allow you to produce more curved vertex motion between two frames thanks to the additional samples stored in the sub-frame files. The higher the number of sub-frames, the closer the vertex interpolation will be to the original motion, at cost of disk space. If only the vertices are changing position (all other channels like Face list, Material IDs, Smoothing, Texture/Mapping Coords etc. are the same), a sub-frame will contain just the Vertex list and Velocity channels, with all other channels reused from a previous frame. Thus, using multiple sub-frames does not necessarily cost too much disk space and is more similar to Point Caching.
Frame Interpolation
Uses the two surrounding full frames and, given consistent topology, produces the sub-frame vertex positions on the fly without the use of the pre-saved Velocity channel. If the two frames have mismatching topologies, no sub-frame data will be generated and the closest full frame will be used.
Subframe Interpolation
Uses the two surrounding sub-frames, otherwise the same as the previous mode. If no sub-frames were generated at saving time, it behaves identically to "Frame Interpolation". Switching to "Frame Interpolation" effectively ignores any sub-frame files on disk.