Hi,
In your vrscene you should find something similar to the text below referencing the Golaem character proxy
It is not the real character geometry but just something calling our procedural with the right arguments, then feeding vray memory with the character geo and shaders assignments
Cheers,
Alex
Node DEMO_cityLocomotion_renderProxyShape1@node
{
transform=Transform(Matrix(Vector(1, 0, 0), Vector(0, 1, 0), Vector(0, 0, 1)), Vector(0, 0, 0));
geometry=DEMO_cityLocomotion_renderProxyShape1@mesh1;
visible=1;
}
GolaemCrowd DEMO_cityLocomotion_renderProxyShape1@mesh1
{
proxyMatrix=interpolate(
(1, Transform(Matrix(Vector(1, 0, 0), Vector(0, 1, 0), Vector(0, 0, 1)), Vector(0, 0, 0))),
(2, Transform(Matrix(Vector(1, 0, 0), Vector(0, 1, 0), Vector(0, 0, 1)), Vector(0, 0, 0))),
(3, Transform(Matrix(Vector(1, 0, 0), Vector(0, 1, 0), Vector(0, 0, 1)), Vector(0, 0, 0))),
(4, Transform(Matrix(Vector(1, 0, 0), Vector(0, 1, 0), Vector(0, 0, 1)), Vector(0, 0, 0))),
....
(1996, Transform(Matrix(Vector(1, 0, 0), Vector(0, 1, 0), Vector(0, 0, 1)), Vector(0, 0, 0))),
(1997, Transform(Matrix(Vector(1, 0, 0), Vector(0, 1, 0), Vector(0, 0, 1)), Vector(0, 0, 0))),
(1998, Transform(Matrix(Vector(1, 0, 0), Vector(0, 1, 0), Vector(0, 0, 1)), Vector(0, 0, 0))),
(1999, Transform(Matrix(Vector(1, 0, 0), Vector(0, 1, 0), Vector(0, 0, 1)), Vector(0, 0, 0))),
(2000, Transform(Matrix(Vector(1, 0, 0), Vector(0, 1, 0), Vector(0, 0, 1)), Vector(0, 0, 0)))
);
frameOffset=0;
crowdField="crowdField1";
cacheName="DEMO_cityLocomotion";
cacheFileDir="C:/Users/apillon/Documents/maya/projects/default/export/DEMO_cityLocomotion/cache";
proxyName="renderProxyShape1";
characterFiles="C:/Golaem/GolaemCharacterPack-7.3.9/golaem/characters/CasualMan_Light.gcha";
layoutEnable=1;
layoutFile="C:/Users/apillon/Documents/maya/projects/default/export/DEMO_cityLocomotion/cache/vray/layout.gscl";
terrainFile="";
motionBlurEnable=0;
subdivisionEnable=0;
subdivideUVs=1;
classicCatClark=0;
preserveMapBorders=1;
staticSubdiv=0;
overrideGlobalSubQual=0;
viewDep=1;
edgeLength=4;
maxSubdivs=4;
cameraVisibility=1;
reflectionsVisibility=1;
refractionsVisibility=1;
giVisibility=1;
shadowsVisibility=1;
frustumCullingEnable=0;
frustumMargin=10;
cameraMargin=10;
LODEnable=0;
defaultMaterial="crowdProxyDefaultShader";
objectIdBase=666;
objectIdMode=0;
renderPercent=100;
geometryTag=0;
instancingEnable=1;
shadingNamespaces="";
lights=ListString(
);
dirmap="";
logLevel=1;
dccPackage=1;
}