Redshift proxies are pretty similar to Mental Ray proxies.
Proxies are great when you are using a ton of objects in your scene (like a forest). If they were all live this amount of geometry would start to choke your view port. If they are proxies the object and it’s material is cached out, and then deferred to when you go to render. Also, with Redshift proxies you can limit the lode of preview. As simple as a bounding box or a percentage of the cage of the geo to again keep things light but so you can know where the edges of the object are as they come into contact with other geometry in your scene.
You’ll want to zero out your object to the origin and also lower the pivot point depending how you want to scatter the object, the pivot point determines where in space the object goes.
Go up to the Redshift tab, with your object selected. Proxy – Export.
When you export out your object to be a Proxy, make sure you change the file type to Redshift proxy.
Now import your proxy, go back Redhshift – Proxy -Create. This will create the proxy container and you’ll need to import the proxy file. But if you click “Create” and check the box, this will prompt you to find your proxy file in one go.
Bringing in your proxy object, it defers to bounding box. You can check “Preview Mesh”. Then select the “Display Percentage” you want displayed. This will lighten the load to the viewport.
Here’s render of original object and the Proxy. No difference between the two.
Now the fun part, you can use whatever means you want to scatter the object. You could use Maya’s Mash (which I’ll demo soon). You could just duplicate the proxy by hand and place. You could use particles to instance it. I still like using “spPaint3d”. It’s a mel script that I was shown from one of Alex Alvarez’s tutorials.
I just select the proxy, and add it to my brush geometry. Then add the geometry that I want to scatter on, the Target surface.
You just want to make sure you have “Instance” on so that you are instancing the proxy, not duplicating it.
Here I’ve added more. No real change to my render time. Let’s do a lot more.
Still no difference in render time.