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  Problem with Mental Ray
Posted by: linda - 06-21-2006, 12:05 PM - Forum: AfterBurn - Replies (10)

Does afterburn works with Mental Ray?
Thank you for your answer.


  A small wish for foam
Posted by: Steve Green - 06-20-2006, 02:05 PM - Forum: DreamScape - Replies (1)

Hi,

any chance that the foam export option could use other file formats?

Just having BMPs makes them quite large, and since there's a lot of black they should compress well as PNGs.

Thanks,

Steve


  A few wishlist items.
Posted by: Steve Green - 06-20-2006, 11:56 AM - Forum: DreamScape - Replies (1)

Hi,

A few wishlist items...

1. I've been playing with using the gradient map (rotated through 90 degrees, and maps in the colour slots) to control the amount of foam on DS seas (in addition to dynamic foam), and I wondered if it is possible to create a new map type based on the velocity of the verts in a deforming mesh?

I know there are velocity maps available for particles, but I thought it might be a good way of getting general churn in stormy seas.

2. Is it possible to have more slots in the DS Sea Material? For example colour for non-DS generated foam, or any type of material floating on top. At the moment I use a blend, but it's slower and I also lose any material properties from DS, such as SSS.

3. I wonder if it also might be useful to try to get a direct link to displacement in Vray, and other renderers that support displacement to save on memory.

4. Also, is it possible to have some sort of mapping for SSS? Again, this is related to churn, but it could be used for pollution, silt etc. At the moment I tend to use AB effects, but I wonder if just mapping it directly with Dreamscapes SSS would be quicker to render.


Thanks,

Steve


  using expression to contol particle rotation in AFC
Posted by: tls246 - 06-16-2006, 04:49 PM - Forum: AfterBurn - Replies (1)

Hi --

I'm trying to use the following expression in the AFC of my z-rotation:

(radToDeg(atan(comp(PposW,1)*pow(comp(PposW,0),-1))))*pow(360,-1)*100

(Is there some easier way to do division than multiplying by an inverse?)

What I'm trying to do is to find the angle that a given particle makes with the axes of the xy plane, and use that theta angle in my AFC (hence the normalization to 100), with my high and low values 360 and 0 degrees respectively. The ultimate effect is that I want my stretched particles to orient themselves roughly circularly, to make it look kinda vortexy. I'm using a swirl operator already, and that helps, but I really need the extra stretch for my system to look right. The problem is that it doesn't do what I want it to. the puffs seem to be rotating only in 90 degree increments, instead of continuously. Here's a quick test:


[Image: rotation.jpg]

Does anyone have an idea what might be going on? Could it have something to do with how max handles standard angles in arctangents?

Thanks!

Trent


  Dynamics Generated Texture applied to Adaptive Sea Surface
Posted by: biwmedia - 06-16-2006, 12:55 PM - Forum: DreamScape - Replies (2)

To whom it may concern

I am using Dreamscape 2.1 with Max 7.0. I have setup a simple mesh representing a boat shape and have animated it. I do not require advanced dynamics, just want to generate a wake texture. I have the Adaptive Mesh setup on the Sea Surface. I want to be able to apply the .bmp files generated to define the wake back onto the Sea Surface. Do I place these into the Foam Map ? How do I make these .bmp files show up on the Sea Surface. I have the tutorials, and videos, but cannot find how to do it. Would really appreciate some help.

Thanks
biwmedia


  terrain map resources
Posted by: kimgar - 06-14-2006, 02:03 PM - Forum: DreamScape - Replies (3)

hi,

does anyone have any suggestions to where i can look for pre generated terrain maps?
what about maps from real world locations, does such maps exist?


  offset sun?
Posted by: kimgar - 06-14-2006, 01:34 PM - Forum: DreamScape - Replies (3)

hi, my first post here!

how come the dreamscape sun always renders a lot higher up in the sky compared to where i placed it in the viewport?


  Tiling wish
Posted by: Steve Green - 06-11-2006, 05:35 PM - Forum: DreamScape - Replies (4)

Hi,

I think the biggest problem with Dreamscape is obvious tiling on large surfaces (especially if they rough seas)

The material can be worked around with blend materials and density maps for foam, but geometry tiling is trickier.

Geometry modifiers in the stack make DS unstable, and Simple Wave Daemons don't seem like they can have a localised effect.

What I'd suggest is a bunch of other Daemons like noise, ripple, FFD or a link to the Max version in the stack so that tiling can be reduced.

This would be equivalent to the VMap in Afterburn which allows standard Max maps to be used.

I've submitted this request directly to support, but it would be interesting to see if anyone has any thoughts on this (if anyone's out there)

Alternatively what would be useful is to be able to mix multiple DS seasurfaces together, and mask the effect with a map.


Cheers

Steve


  Moving to Max 8
Posted by: Garry Clarke - 06-05-2006, 03:04 PM - Forum: AfterBurn - Replies (3)

Hi,

I'm just switching to Max 8 and before I install AB I was wondering if there are any updated files I should get hold of first?

The installer I have is named 'AfterBurn32_DCP7.EXE' and I have a collection of other files that were sent to me to fix the popping problem I was having in Max7. Should I install this? or is there an installer for Max8?

Kind Regards
Garry


  Foam question/wish
Posted by: Steve Green - 06-03-2006, 09:17 AM - Forum: DreamScape - Replies (4)

Hi,

is it possible to split the foam from waves and the foam from dynamics within the Foam Map?

Reason being, it would be preferable to have individual control over the density map for the two foam maps. The wake map would probably want a more directional map so the density flows (or fakes it) in the direction of the wake.

If it's not possible, I guess the workaround would be to only have foam map render the wave foam, but use the pre-calced wake foam comped on top within the material.

The downside is it might be a bit tricky matching it exactly if the boats not just moving in a straight line.

Cheers

Steve