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digs' fx wips
show user profile  digs
This will hold all of my fumes and particles and fluids and etc

I was trying to get something that rendered fast and has this "gasoline" look + feel





next 1 I think I'm going to focus on the initial blast and global lighting
read 624 times
3/23/2016 2:23:53 PM (last edit: 3/23/2016 2:56:23 PM)
show user profile  3Ddeath
That's really awesome, can't comment much besides just wanting to see more of it, in scenes too. with lots of things blowing up!




Portfolio Site
read 585 times
3/23/2016 10:54:44 PM (last edit: 3/23/2016 10:54:44 PM)
show user profile  digs
yep : ) The goal here (for the explosions that will stem off of this render test) is "ultra-realistic" (photo-realistic?) vray renders (in a scene, with things being destroyed) I'm aiming for movie quality

working on a neck stab right now, but am going to get back on xploders asap

Ill have to think of a name i can group all related explosions under
read 564 times
3/24/2016 4:32:07 PM (last edit: 4/8/2016 6:50:26 PM)
show user profile  digs
ok #2, trying to focus on lighting the smoke




also tried to make this feel more powerful during the initiation

added a countdown (not sure if its better or unnecessary) and am trying to think of something to add to the scene for scale reference. ie, this explosion is pretty big (the base of the xplosion is around 20 meters)

also just using scanline to render these for the time being, ive been encountering a number of vray related problems with ffx for some reason
read 473 times
4/8/2016 6:48:40 PM (last edit: 4/8/2016 6:51:39 PM)
show user profile  9krausec
What sort of Vray problems? Not suggesting I'd have an answer for you, but it would be good to know in case any of us ever need to xPlode stuff.

Looking sharp.




- Portfolio-




read 468 times
4/8/2016 6:52:44 PM (last edit: 4/8/2016 6:52:44 PM)
show user profile  S. Silard
BAAAAAAAAANG. Looks good.

As for the countdown. I did not even noticed it, but I like that it did not start right in the first second, had time to go fullscreen and get blown from my chair.

Congrats, you found my signature.

read 460 times
4/8/2016 7:13:38 PM (last edit: 4/8/2016 7:13:38 PM)
show user profile  digs
im drunk

a) thx!

b) ffx rendering and vray is wierd, almost like u click render, ur render is good... adjust a setting (anywhere in max) and click render, your lighting is gonna be like....... half the lights r caculated, everything else is fucked up..... go again, shit gets even crazier

im kinda drunk so i will post ffx error render'd in the am to illustrate

(all that was an edit... b4 hand i said some drunk shit and was like "ill post a 5 min ffx wip right now cause im drunk" thing, which i actually did, so ill post that tomorrow too)
read 431 times
4/9/2016 9:05:00 AM (last edit: 4/9/2016 9:30:49 AM)
show user profile  digs
I spent a fair amount of time hungover yesterday trying to recreate the rendering issues that made me switch to scanline with no avail. Finally after even more testing today I was able to troubleshoot the issue





The 3 renders on the bottom are the trouble renders out of vray. The biggest culprit here is the shadows - you'll notice that there are areas of extreme dark/lack of detail. I'm not sure what happened with the white one, but this illustrates the issues with vray.

This is a result of using raytraced shadows on standard lights while rendering in vray (which i just figured out today after troubleshooting, so thanks 9k! until now ive always just dismissed it). If your lights r raytraced and you switch to scanline, everything renders fine. I don't know why, but that's what causes this rendering issue.

the 2 xplodrs labled scanline and vray are rendered properly; scanline took 4 minutes and vray took 4:30... vray has some out of the box advantages, like ffx gi, but for stuff like this it doesn't matter (as you can see)

so yea, thanks again 9k, i had to do some digging but it turns out you can render scanline with shadowmap/raytraced shadows, and vray with shadowmap/vray shadowmap shadows

here's my drunk xplodr





which led me on this path of 'speed modeling' for explosions! My goals for these "5 min speed sims" is just rapid scene setup and simulation... trying to solidify techniques

here's #2





I think the next goal will be to figure out (from 02) how to sim those "debris trails" without having them look like little fire mushrooms.
read 407 times
4/11/2016 3:38:41 AM (last edit: 4/11/2016 6:30:06 AM)
show user profile  S. Silard
Sexy smoke and little farts. Keep em coming!
This thread already sums up why I love Transformers!

Congrats, you found my signature.

read 316 times
4/28/2016 12:46:19 AM (last edit: 4/28/2016 12:46:19 AM)
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