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Maya GPU cache object vs Arnold Standin - best practice?

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Anonymous
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Maya GPU cache object vs Arnold Standin - best practice?

Hi

I want to instance a large number of fairly dense pieces of static geometry in a scene.

Usually I would do this with standins, but now some folks seem to be suggesting that a regular Maya GPU cache object, shaded with operators might be just as good for this?

If I was to distribute them with MASH would that make any difference? And do I still get the full benefit of standins when I do this?

Thanks!


Maya 2018.3

MtoA 3.3


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Message 2 of 2
ashley.handscomb.retallack
in reply to: Anonymous

Hi Dave,

I would keep to aiStyandin personally. it has more features than the gpuCache node and is in active development (gpuCache hasn't been changed since Maya 2018, and does have a memory leak)

We recently did major improvements with MtoA 4.0.1 including better options for Viewport Overriding and draw modes.


- Ash



Ashley Handscomb Retallack
Arnold Support Specialist
Arnold Documentation | Arnold Downloads

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