---
title: "V-Ray Proxy"
canonical: "https://documentation.chaos.com/space/VBLD/117637554/V-Ray%20Proxy"
format: markdown
---
This page provides information on the Proxy Geometry Node in V-Ray for Blender. Overview V-Ray Proxy allows you to import and export geometry from different V-Ray scenes. Proxies are rendered as an external mesh only at render time. The geometry is not present in the scene and does not take any resources. This allows the rendering of scenes with many millions of polygons - more than Blender itself can handle. V-Ray Proxy loads a geometry from a file on the disk at render time. The geometry is not present in the scene and does not use up any resources except for the viewport preview. V-Ray Proxy loads alembic (  .abc  ) and V-Ray Proxy (  .vrmesh  ) files. The  .vrmesh  file contains all geometric information for a mesh, such as vertices and face topology, as well as texture channels, face material IDs, smoothing groups, and normals. In short, everything that is needed to render the mesh is included in the file. In addition, the mesh is preprocessed and subdivided into chunks for easier access. The file also contains a simplified version of the mesh used for preview purposes in the viewports. Meshes can also be exported to .vrmesh files and used in other scenes.  For more information, see the  Export Mesh to Proxy page . UI Paths ||V-Ray menu|| >  Geometry  >  V-Ray Proxy ||Add menu|| >  V-Ray  >  V-Ray Proxy Import Window When you select the V-Ray Proxy object from either of its UI paths, you are presented with an import window. Use it to navigate to your Alembic (  .abc  ) or V-Ray Proxy (  .vrmesh  ) file.  The  Unit scale  option allows you to set the  Scale  parameter of the proxy during import.  Properties Locations The properties of the V-Ray Proxy are located in the  Data  tab of the Properties Editor. Select the proxy object you would like to edit and navigate to the Proxy submenu. Some quick settings are located in the N-panel in the Blender viewport. These are useful for basic quick setups of V-Ray Proxy.  File Mesh File  – The source  .vrmesh  file. Animated proxies can be stored either in one single file or as a sequence of files with one file per frame. In the latter case, you can use the string  <frame0n>  in the file name to have it replaced with the current frame number at render time, where  n  is an integer number specifying the number of digits. For example, if you enter  my_proxy_<frame04>.vrmesh  as the file name, this is expanded to  my_proxy_0000.vrmesh  for frame 0,  my_proxy_0001.vrmesh  for frame 1, and so on. If you use a sequence of files, the  Playback Type  option is ignored, as V-Ray doesn't know how many frames are in the animation. The  Playback Speed  parameter may also work unreliably with sequences of files. Preview Type  – Select the viewport preview mode from the drop down menu. This does not affect the final render. Point  – Represents the mesh as points. Full  – The full geometry of the mesh is visible in the viewport. Preview  – The mesh is represented as a low-poly proxy preview, as defined in the  .vrmesh  file. A preview is generated on the fly for  .abc  files. Flip Axis Mode  – Determines how to read the proxy's vertical axis. As Is  – Remains as imported. Y-Up To Z-Up  – Switches the proxy's vertical axis from Y to Z. It allows aligning the vertical axis of the proxy with the vertical axis in the scene in cases where the proxy was not exported from Blender or when loading Alembic files. Z-Up To Y-Up  – Switches the proxy's vertical axis from Z to Y. Scale  – Allows the proxy geometry to be quickly scaled up or down.  Animation Playback Type  – Specifies a playback mode. This option is ignored if you use a sequence of separate  .vrmesh  files. Loop  – The animation is looped by skipping to the first frame once it has finished. Once  – The animation is played once. Ping-pong  – The animation is looped by playing it backward once the last frame has been reached and then playing it forward again when the first frame is reached. Still  – The animation is not played. Instead, just the  Start offset  frame is shown.  Use Alembic Offset  – When enabled, automatically uses the frame offset from the alembic file. When disabled, the frame offset is set manually. Playback Speed  — A multiplier for the speed of the animation. Putting negative numbers here makes the animation play backward. This option may not work very well for sequences of . vrmesh  files. Start Offset  – Offsets the beginning of the animation by the given number of frames. You can use positive as well as negative values here.  Sequence Override  – Allows you to manually override the start frame and the animation length to be read (in frames) for animations stored in sequences of .vrmesh files (where each frame of the animation is stored in a separate proxy file). Importing proxy sequences requires a special format that specifies how to match the frame padding in the file name.  See the  Mesh File  option for more information. None  - The start frame and animation length are taken from the  .vrmesh file . Start/Length  - Enables only the  Sequence Start  and  Sequence Length  parameters (Animation Start, Animation Length). Frame  - Enables only the  Override Frame  parameter(Animation Frame). Sequence Start  – Specifies the first frame of the animation. Sequence Length  – Specifies the length of the animation to be played. Override Frame  – Overrides the animated proxy. Selects a single frame to render instead of the entire sequence. Advanced Smooth Uv  –  Smooths the mesh UVs when rendering as a subdivision surface. Smooth Uv Borders  –  Smooths the mesh UVs at the borders when rendering as a subdivision surface. First Map Channel  –  Specifies how to remap the mapping channels.  Tessellate Hair  –  When enabled, tessellates hair strands for files containing hair.  Hair Tessellation Length  – Specifies hair edge length in pixels for smoothing hair strands. Particle Render Mode  – Controls how the particles in the proxy are rendered in the viewports. The available options are  Spheres  and  Points . Use Point Cloud  – Enables the usage of point cloud data, if available. Point Cloud Mult  – Determines the way point cloud levels are loaded. A value of 1.0 means that the level to load is determined exactly by the distance from the camera to the object. A value smaller than 1.0 means that the level is of greater detail than required by distance. Values greater than 1.0 mean that the resolution of the level is smaller than the one determined by distance. A value of 0.0 means that no point cloud level is loaded and the original mesh is rendered instead. Material Assignment File  – Specifies the location of an  .xml  file that contains the "rules" for material assignment. For alembic files, the "rules" are based on object paths, for  .vrmesh  files, they are based on material names. The wildcards * are allowed in the  .xml  file. When loading a proxy file in a V-Ray Proxy, materials stored in  .vrscene  files can be assigned to different objects from the proxy file. This requires a pair of a  .vrscene  file containing the materials and an XML file containing the "rules" for applying them to the objects in the proxy filе. The material assignment overrides are still an experimental feature and can change at any point. Material Assignment Examples The sample XML assigns the  VRayMtl  material to all alembic objects matching the pattern  pCube* , i.e. all objects whose name starts with  pCube .  Alembic Sample XML script <materialAssignmentRules>
	<patternRule>
		<pattern>/pCube*</pattern>
		<material>VRayMtl1@material</material>
	</patternRule>
</materialAssignmentRules> The sample XML assigns the  VRayMtl1   material to all  .vrmesh  objects matching the  VRayMtl1  pattern, i.e. all objects whose material name is  VRayMtl1 . Proxy Sample XML Script  <materialAssignmentRules>
	<patternRule>
		<pattern>VRayMtl1</pattern>
		<material>VRayMtl1@material</material>
	</patternRule>
</materialAssignmentRules> The sample XML assigns the  VRayMtl  material to all alembic objects matching the pattern  pCube* , i.e. all objects whose name starts with  pCube . It uses the  sceneMaterial  tag. Alembic Sample XML script with sceneMaterial tag <materialAssignmentRules>
	<patternRule>
		<pattern>/pCube*</pattern>
		<sceneMaterial>VRayMtl1@material</sceneMaterial>
	</patternRule>
</materialAssignmentRules>