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  Render as Geometry + fR
Posted by: Dragony - 12-26-2008, 10:12 PM - Forum: DreamScape - Replies (5)

Hi.

Since some advanced materials can only render within finalRender, I always need to check "Render as Geometry"... or is there a way around this?

My problem is that the Render Segs are limited to 1000. Is it possible to change that settings to for example:

Viewport Segs: 300
Render Segs: 10000

This results on 20 mio polygons, but thats fine.


  Using ambient occlusion to fake foam on static objects
Posted by: Steve Green - 12-23-2008, 04:00 PM - Forum: DreamScape - Replies (3)

Hi,

The topic of generating foam from static objects has come up in the past, and I finally actually sat down and tried using an ambient occlusion shader with black and white inverted combined with the trusty 'photo as foam' trick and it works pretty well.

Obv. if you're using the mr shader you'll need to comp it, not tried it with other renderers yet, and I don't think there's an equivalent shader in scanline...

So you basically end up with foam around the base of objects (you also get some extra foam on the ocean, since it is self-occluding - not sure if there's a workaround for that...)

Anyway, might help someone out...

Cheers,

Steve


  Updates - FumeFX 1.2, AfterBurn 4.0b, DreamScape 2.5e
Posted by: sitnisati - 12-23-2008, 02:45 PM - Forum: Announcements - Replies (1)

Dear users,

I want to inform you that the latest updates are available for download through our members area.

Some of you were probably aware of the saga around installers, so we have decided to go with our own installers.
By using our own installers, instead of default ACAP installers, users will benefit the most.
New installers combine both 32 and 64 bit version of a plug-in and options provided are automatically selected
based on the operating system. Since we have automated a whole process from product compilation to
installation creation, it means that users will be able to get minor updates more frequently.

Since these are completely new installers, you must remove old plugin first.

Here is a list of changes and fixes:

What's new in FumeFX 1.2
======================

+ new: mental ray shader - included local rendering only. Network rendering will require additional licenses.
+ new: availability of stand alone rendering libraries for Windows and Linux.
+ new: max script access to shader's AFC and Gradient controls
+ fixed: if using same cache in multiple grids, some might fail to open cache.
+ fixed: Fume FX Follow operator crash fixed
+ fixed: FumeFX_TP.dlo crash under max 2009
+ fixed: Fume FX Follow operator for Particle Flow bug fixes
+ removed: simulation on hard disk
+ fixed: max2009 64bit - FumeFX max script dialog failed to reopen


What's new in AfterBurn 4.0b
========================

+ fixed: Object shadows are now listed when you write inside MXS listener : show $
NumSubs() now returns 2
+ fixed: accessing AB Shadow Map via MXS, resulted in system exception
+ fixed: AfterBurn's metaball HyperSolids render bug fix
+ added: Shadow Map will now display a name of the light for which it's built
+ fixed: Noise PW crash fix
+ fixed: The AfterBurn Wind and VMap Daemons' rollout didn't appear in the AfterBurn UI when you select them in the Source Particles/Daemons window.
+ fixed: black spots with Octane Shader


What's new in DreamScape 2.5e
===========================

+ fixed: Vray assert error.
+ fixed: max 2009 x64 - filters didn't work properly.
+ fixed: when scrubbing clouds PW, max could crash.
+ fixed: With adaptive SeaSurface. Rendering new foam after changing wave directon, the foam didn't fit.
+ fixed: Terra editor crash on texture map paint after changing segments value.
+ fixed: pixelization of clouds.
+ fixed: DS preview window crash under 3ds max 9.


  Can't get Fume to render with VRAY
Posted by: stevenls - 12-20-2008, 07:28 AM - Forum: FumeFX & NodeWorks [max] - Replies (7)

Hey,

Can I get some help with Fume and VRAY. I cannot make the fire render. I have GI turned on in VRAY as I am using the same settings I use for arch viz rendering. I have tried and VRAY cam and a standard, with sun and with direct lights. I have had the vray mulitplier turned up to 50 for fire and smoke but I still see nothing.

Can anyone suggest what I can do or even screen shot the settings I must be missing.

Thanks heaps.


  Instancing FFX entries
Posted by: Steve Green - 12-13-2008, 10:46 AM - Forum: FumeFX & NodeWorks [max] - Replies (5)

Hi,

I was wondering if there's any way to duplicate FFX entries once they've been simulated, if for example you wanted some nice, but non-interacting smoke and didn't want a huge simulation grid - then you could offset the animation and overlap them?

Thanks,

Steve


  Dreamscape stalling on renders
Posted by: Archetype - 12-10-2008, 11:04 AM - Forum: DreamScape - Replies (9)

hello,

we've encountered some problems for a while now with dreamscape stalling on some renders in the renderque
it seems to be mainly focused on the end of the dreamscape sea surface where it either transists into the infinite plane or where the adaptive mesh ends, we have however managed to find a "fix" to this problem using a slightly altered mesh offset but its hampering us from having care free network renders, and slows our rendering progress because we have to manualy resubmit frames that stalled out halfway and keep tweaking the mesh offset with minimal values till it will render.


With regards,
jeroen


  fume ui error when copying max ui scheme
Posted by: jejozwik - 12-05-2008, 08:01 PM - Forum: FumeFX & NodeWorks [max] - Replies (2)

howdy guys, we are having an interesting problem at work. we have all just been upgraded to 64 bit. so a lot of us saved out our max 2008 user interface settings to be loaded up on the new machines.

but after copying over custom ui's the fume interface in the modify panel disappears. its not a licensing issue, i know how those look, this is something different.

restoring the default ui does not solve the issue either, the only way our IT department found to fix it was a re-install of max

anyone got any ideas?


  files from the Members section
Posted by: stevenls - 12-04-2008, 05:27 AM - Forum: FumeFX & NodeWorks [max] - Replies (9)

Hey,

I see a lot of old posts that refer to demo files / sample files etc etc located in the members section.

Are they around anywhere still?

Thanks

S.


  Different settings in each emitter?
Posted by: gubbe - 12-03-2008, 01:17 PM - Forum: FumeFX & NodeWorks [max] - Replies (4)

I got this scene with smoke, and some fire and all sorts of stuff in. But I dont seem to be able to make different settings for each emitter. There are only the few settings I can change on the emitter it self. When I open the fumeFX UI, I seem to change alle the settings for all the emitters in the fumefx box.
And if I make make more than 1 fumefx box with different settings, can I only render one of em.

Im still new to this, but I got this scene with an upcomming deadline on. So I havent had much time to get all the basics right yet, hope you can help.

Is there any way I can change settings on each emitter, like if one should do fire on one and another do smoke and so on?

Thx in advance, Gubbe.


  simulation time
Posted by: qqqavi - 12-03-2008, 01:16 AM - Forum: FumeFX & NodeWorks [max] - Replies (3)

Hello there!
I want to purchase fumefx very soon but there is a problem that concern me. I heared that fume does not support multiple machines for a single simulation... because the "simulation" time is a big problem... I'm not an expert, and I don't know what computers NASA could use to make the simulation faster... I've seen fumefx on some graphic stations, and it took a very long time to simulate.

So, my question is, how do I improve my "simulation" time, because one single machine isn't the best solution, and I don't think that my machine will do a great job (since I'm totally obsessed with the quality of my animations), even if I have 8GB RAM and a good CPU... I heared people that had to wait 72 hours to simulate 100 frames on a 8GB RAM, Intel Core Quad 9300 CPU machine...

First time I thought that buying other 10 machines with the same configuration will increase the simulation time (using the backburner in 3ds max), but now I see that's not the solution, Witch is then? How money do I have to spend, witch system from another planet do I have to buy? How many, and how do I put those 1000 CPU to work together to simulate one single simulation?

My question could sound stupid for some Hollywood experts guys here that own in their homes the NASA's machines, and keep the secret from us ... I'm not an expert, maybe I didn't understand very well the whole stuff about fumefx...
Thank you!