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[Closed] separate API that bypasses 3dsmax INode* system at render time C++

So, I know there is a way around making tons of instances at render time.
using FPStaticInterface

quote from one of the render programmers…
“any renderer parser can use this interface to quickly access all instances (where instance is really just a transformation matrix + index of object type) without the instances actually existing in 3ds Max.”

Can someone shed some light on where to look or start?

Thanks