Some more tests with XGen archives and spheres. This time with a bit more color. I basically use a texture map to ‘drive’ the length and color of an XGen primitive. These primitives can range from spheres, splines or as in most of the examples below, cube geometry that has been exported as an archive. I then use expressions with XGen in Maya to modify the length, size and orientation of the archives. Finally, I use the Arnold software renderer to create the final image. Arnold is able to realistically render millions of these pieces of geometry very quickly at high resolutions without any problem.
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