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  voids changing shape type on file reopen
Posted by: superhypersam - 09-15-2006, 01:53 AM - Forum: AfterBurn - Replies (6)

The header says it all.

Max 8 sp3

Newest AB build

happening in several files


any ideas, or anyone run ito this.


Makes it impossible to render to the farm.

cheers


  Using foam maps to warp textures, and density maps
Posted by: Steve Green - 09-14-2006, 05:51 PM - Forum: DreamScape - Replies (3)

Hi,

I've been playing around with John Burnett's extremely useful warptexture map, to add a bit of animation to foam texture maps.

Basically what it does is distort a map through UVW/XYZ based on the RGB values of a second map.

So Red would distort in the X, Green in the Y, Blue in the Z.

What I thought would be useful is if the foam map could optionally generate a directional displacement map based on its movement.

For example, on the foam examples in the animations gallery, I used a photo texture to augment the Dreamscape foam. It would be nice to have some interaction between that bitmap and the dreamscape foam, so it would be displaced as the DS foam moved through it, and in the direction of that foam's movement.

At the moment, I am working on a structure rising from the water, and I have used a non-renderable object to create a circular wake radiating from the structure. I need to have a play about with the foam map to see if I can break it down so that the direction of the foam will displace the foam correctly.

But it would be nice if this kind of thing was made automatic. I'm not sure if Warptexture is going to get a recompile, so maybe some sort of super-warp-type map within Dreamscape would be a way to go.

A pretty specific wish, but I think it would tie the foam to the sea more.

It would also be nice if something could be done to push density maps in the direction of foam movement.

Taking a wake for example, I've found it difficult to get the density map to look 'right', since it isn't affected by the wake itself, it looks a bit pasted on.

Cheers,

Steve


  Please can we have PNG support?
Posted by: Steve Green - 09-12-2006, 05:54 PM - Forum: DreamScape - Replies (3)

Hi,

since the foam maps are generally mostly black, they should compress really well, which they don't in their BMP incarnation.

At the moment foam maps are running around a meg a frame for me, so once you have foam maps, multiple wakes etc. on a 10 sec sequence you're talking about half a gig of data just for the maps.

PNG support would be really welcome.

Thanks,

Steve


  A couple of wishes
Posted by: Steve Green - 09-12-2006, 02:45 PM - Forum: DreamScape - Replies (3)

Would it be possible to have lights illuminate under the sea surface (i.e. like a volume light), but if they break the surface they would not act like a volume light above the surface.

I am doing a scene with a structure rising from the sea bed at night, and I am using attenuated ambinet omni lights, lighting up an Afterburn Combustion effect, but I think it would be quicker (rendertime-wise) if it was done entirely in Dreamscape.

Also, would it make sense to bypass rapidray and use the native raytracers of renderers, e.g. Vray by having the reflection/refraction component of Seamaterial as maps?

Thanks,

Steve


  Dreamscape terra problem
Posted by: Henrik-Styve - 08-23-2006, 05:23 PM - Forum: DreamScape - Replies (3)

Hello i have a problem
i got an .dem file when i am trying to import it in the editor it says
Grid spacing not specified - cannot determine array dimmensions

what am i doing wrong? the file is from a company that manufacture topo maps so i assume the file is okey

Henrik:-)


  Slow rendering with HT Xeon on WinXP
Posted by: Paul_Mowbray - 08-15-2006, 09:23 AM - Forum: AfterBurn - Replies (7)

I bought this up before on the old forum but I am having to render some stuff in Afterburn again and wondered if this issue had been resolved?

Basically render times are nearly 3 times longer when Hyper Threading is enabled on a dual processor system with winXP SP2 installed.

An identical machine running windows2003 server renders as expected.

If HT is disabled the machines seem to render as expected but obviously anything else that is rendered with other software can no longer take advantage of the HT.

It is very annoying to have to reset the render farm whenever we need to use Afterburn, I wondered if this issue had been recognised and maybe if it had been fixed in version 3.2a which I can't seem to get access to.

Thanks


  Update patch question
Posted by: liberator - 08-14-2006, 05:12 PM - Forum: AfterBurn - Replies (9)

Hi Guy's,

I wonder if you can help me.

How can I get the latest update patch for Afterburn 3.2 & MAX 8? I purchased Afterburn 3 from Turbosquid back in 2004 and they have sent me updated patches in the past, but not the MAX 8/3.2a one :? .

I have, of course, contacted Turbosquid about this (twice) but they just don't respond, and the latest download available to me on this site is 2.7! Confusedhock:

Do I need to buy an upgrade (3 - 3.2)? Keep trying Turbosquid? Or can I get it from here?

All the best,

Andy D


  Metaballs with Bullseyes
Posted by: daveox - 08-08-2006, 07:05 PM - Forum: AfterBurn - Replies (3)

I'm trying to create an ocean splash using a SuperSpray and AB with metaballs, but I am getting "bullseyes" in the dense area instead of a combined mass. What would cause this?

I've rendered the same frame with one side showing the splash rendered with spheres and the other side with metaballs with a value of 0.55. How can I post this image to show the comparison?

Max 8.3, AB 3.2.

Thanks in advance.

Dave[/img]


  Afterburn and Vray
Posted by: nhunt - 07-27-2006, 06:19 PM - Forum: AfterBurn - Replies (2)

Does afterburn support Vray.
We've rendered an animation sequence and the shadows are rendering intermittently.

If not, does anyone know any other renderers it supports, e.g. Brazil, final render etc.

Thanks


  Max 9
Posted by: JHaywood - 07-17-2006, 04:22 PM - Forum: AfterBurn - Replies (34)

Will an updated version of Afterburn be available for Max 9 as soon as it comes out?