Let's consider a situation when your scene hangs a classic chandelier with an incredible number of polygons. She is so cumbersome that you can not even turn a scene into vyuporte without horrible slowdown.
Let's assume, the geometry of the chandelier, if stored in a separate file, will take 300-400 MB of disk space.
it is not difficult to guess that when downloading this chandelier in 3ds Max, these 400 megabytes perekochuyut from disk into memory, because it was there that provides information about the loaded scene. That is, at once, physically installed in the current computer memory, reduced by the 400 megabytes. It seems to be nothing wrong if your computer at least 6 Gb. However, if there are two or three chandeliers, and even a couple of classical chairs, and even a bed with a carved headboard, plus the rest of the decor and everything is 6 gigabytes evaporate. That in turn will lead to a start 3ds Max.
And what a difficult situation when you need to calculate the forest 1000 trees, each of which is made geometry and "weigh" not less chandeliers ...
this array simply will not boot even in the viewport.
of course, to put a server with hundreds of gigabytes of RAM is not an option, in fact as well as refuse to render such scenes.
that is why it was invented an original solution - make complex objects per scene chapels.
How does it work?
The object is placed in the scene. Then, out of it, it is saved in a special file on your hard drive containing information about the geometry of the object. And the object is replaced by a conditional container, which remains in its place in the stage and giving a formal representation of the dimensions of the object.
In the end, the scene does not contain the high poly object and comprises a container with reference to the information file on the scene geometry.
So you can freely continue to work with the scene, without overloading vyuporta and memory, replacing all sverhvysokopoligonalnye objects, conventional containers.
Now, it was time to start the rendering.
The scene starts to be computed.
As soon as the buckets frame area falls the stage comprising a container with a link to a file with the geometry, the renderer automatically loads the geometry into memory and renders the object, not the container.
When, when rendering new buckets are not in one of the container which does not fall , the information on it is discharged to make room in RAM for the new portion of the geometry.
That is, in fact it turns out that these rendered for the scene objects are not downloaded all at once, with downloading scenes, but only when it is needed during rendering.
Actually this is the essence of the work reykastera dynamic (dynamic Raycaster) , that all such objects and considered.
And so it is with all such containers in a scene.
I strongly recommend that you fully read our article on work reykastera in VRay , to better understand what it all about 😉
Returning to our proxy, the container itself is the proxy object.
proxy for English, literally means the replacement or authorized that perfectly characterizes our container replacing geometry, and which is authorized by its representative at the scene😁
Since we are working in V-Ray, his proxy objects without excessive originality, called VRayProxy , although using proxy objects, and many other renderers, and external files for the removal of geometry, have the extension * .vrmesh.
Actually this whole basic theory about VRayProxy.
Returning to your second question, about the speed of rendering, then immediately I want to dispel the silly myth that moving objects in the proxy, you can speed up the rendering.
This is utter nonsense.
If the scene is completely fits in RAM and it can render without the Crush fast static reykasterom - then it should do so. Otherwise, after the transfer to the proxy, the geometry of the scene will be forced to slow dynamic computed reykasterom. That, in turn, it does not contribute to accelerate the rendering, but on the contrary - it will slow down😉
Very strange behavior, if you just create a proxy of the object (Selected Object => Vray mesh export => ...). Perhaps it effects application of the modifier to the model. For example, meppinga and in translation in the proxy he or setting stumble.
To avoid this, you should firstly merge all into one object (command Attach), and secondly to apply to all models of utility the Reset the XForm , and thirdly, then, use the utility Collapse and turn this model into one single object Editable Mesh.
So you sobёsh all scaling, which is subjected to the model, as well as the side effects of all modifiers.
Both utilities are located in the Utilities panel of the Command menu .
Then translate the model of the chair in the proxy.
But purely visually, it seems that the two superimposed surfaces of identical objects, which causes a conflict, such as black streaks. That is very similar to what is present in your scene and the proxy version of the model and the original model itself. Make sure it is not. Perhaps this is the problem😉
Card itself, rather texture, is only part of material. Surely, your tree has a multi-material. That is, the stem material leaves the material (at different ID), etc., and textures that are included with this model is used in the texture of these materials.
Throwing a texture to any object in the scene, 3ds Max will automatically apply to it the standard material (Standard), this texture in the Diffuse channel. That is exactly what happens to you when you throw a texture on your proxy tree. On this your tree and looks like a "color texture»😁
To do it right, you need to open the Material Editor, and pipette to take a sample of the material with your proxy. Then, insert the desired texture in the right slots. It is not difficult, as all the necessary texture and so are in the correct slots, just not spelled out to them the right ways.
However, prescribing the best way automatically , through a specially designed for this tool😉
As the tables converted into a proxy that breed? We should not copy over, and through the sample (instance). Check that the Dynamic Memory Limit is , we must depend numeric value from 400 to ... - it depends on your computer.
You just do not have enough memory, or rather your computer ( read lessons from Renderstaff ).