The Archives sample renders instances of an archive which contain a teapot and its shading and subdivison setup.

An archive is a .rib file filled with static, ready to render, set of objects, lights and shaders. The objects include the overrides set by the RenderGraph at the time of the archive creation. This archive can be rendered in Guerilla using a Procedural/RibBox node.

This workflow can be used to pack a large set of objects (like a large static set) in a single file and continue to work with a lightweight Guerilla project.

It can be used to instanciate ready to render objects using multiple Procedural/RibBox nodes.

The archive are also used by TD Guide/Third Party Tools/XGen to generate instances.

Create an archive
  1. Prepare a Guerilla project with all the objects, light and RenderGraph setup you want to put in the archive.
  2. Make sure all the geometry root nodes Transform -> Hierarchy Mode attributes are in Inherit mode. Otherwise, you won't be able to move the RibBox content.
  3. Render the project to check everything is rendering fine.
  4. Write the archive file using the File/Create Archive... command.
  5. Check the Compressed archive option to compress the archive with zlib. In that case, the file extension will be .rib.gz.
Use an archive
  1. In a Guerilla project, create a Procedural/RibBox node using the command Create/Create RibBox....
  2. Select your archive filename.
  3. Press the RibBox/Refresh Boxes button to see a bounding box in the viewport.
  4. Set the RibBox Transform -> Hierarchy Mode attributes to the original root node hierarchy mode, otherwise the orientation of the geometry may be wrong.
The Procedural/RibBox content can't be overriden by the RenderGraph. The archive file is referencing the geometry cache files (.abc, .ghostdata, .vdb etc..) like Guerilla does. So make sure to keep the geometry cache used by the archive files. The Help > Samples > Archives sample. TD Guide/Third Party Tools/XGen