No, you misunderstand it. If the camera moves or the objects move/rotate/scale, all you are doing is changing their transformation, *not* the geometry. You do [b]not [/b]need to check re-evaluate geometry for this. The only time you check this is if you want *all* of the objects in your scene to re-evaluate in terms of topology.
You can also flag a single object as 'dirty' by adding a MaxToR_Geometry modifier and toggling any switch. This will cause it to be re-evaluated alone.
I have a fairly intelligent caching mechanism set up so by default all objects are deemed static. That is, they don’t change shape on a per-frame basis. They are allowed to transform (move/rotate/scale). This lets you export them all once, and the system will re-use them if you want to render a different camera view, or a whole animation. They will be exported only once.
If you have a deforming body, like a character, you assign him a MaxToR_Geometry modifier and flag him as “Deformable Geometry”. This tells MaxToR that he does change shape frame-by-frame and will thus be re-evaluated every frame. This also allows you to have deformation motion blur. (Which means he will be evaluated N times per frame, where N is the number of motion steps). Note, this is also cached, so if Re-evaluate Geometry is off, it will re-use this data for all subsequent renders, be it from a different camera angle, etc.
The benefit of this is that the system only evaluates the minimum of what is needed, and no more, saving a lot of precious time.
Hope that makes sense.
Hi Baothebuff,
Yeah, the Curves implementation is very preliminary, I'm seeing if I can collaborate with Joe Alter to have native RiCurve export from his hair system in max, as right now, exporting a large number of splines is highly inefficient. BTW, you probably don't want to be raytracing hair/fur. I'd use Deep shadows instead.
Re: raytracing blur. Sure, that should be a trivial change. I just picked 0.01 or so as a reasonable default, but I guess no blur makes more sense.






