Detailed Proposal: The current INode system is a legacy bottleneck for large-scale scenes. Even static objects are forced into a complex evaluation graph that tracks references, animation controllers, and UI events every frame. I am proposing a "Data-Only" state for geometry with the following technical details: Bypass the Reference System: When enabled, the object should stop notifying dependents. No more "Scene Explorer" or "Layer Manager" updates for these static meshes. Static Vertex Buffer: Convert the mesh into a contiguous memory block (Raw Point3 Array). This eliminates the overhead of the traditional modifier stack evaluation. Direct-to-Renderer Stream: The renderer (V-Ray/Arnold) should fetch this data directly as a "Proxy-like" internal object, bypassing the standard 3ds Max translation layer. Selective Data Retention: In Object Properties, let us choose which channels to keep (e.g., Position, Normals, and Map Channel 1 only) while stripping everything else (Vertex Selection, Map Channel 2-99, etc.). Non-Interactive Viewport Item: Treat the object as a "Ghost" in the viewport—visible and fast to draw via Nitrous, but ignored by the selection and hit-testing engine to save CPU cycles. Goal: To achieve the same performance as Alembic GPU Caches or Unreal Engine Static Meshes natively within the .max scene, without the need for external files or complex modifier setups.
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