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Why does this keep happening?
show user profile  cbflex
I've been working on this scene where I have the camera pull out of an Earth Model.
Here is what the scene consists of.
The clouds were made in Afterburn. I created the particle simulation in Realflow.
The Earth is simply a Black and White Texture Map that I used the displacement modifier to make it a 3D planet Earth.
The Ocean water, is actually Realflow meshed particles interacting with this displaced 3d Earth.

The problem I'm currently trying to fix, is that from frames 0-56, for some reason it rendered my RGB channel as really washed out... From frame 57 and on, it rendered fine.
What is causing this!?
Please help.


read 217 times
7/10/2016 10:58:41 PM (last edit: 7/10/2016 11:03:36 PM)
show user profile  S. Silard
Ah hey, so you're back... great.
Maybe you animated the shutterspeed accidentally, or the environment.

Congrats, you found my signature.

read 202 times
7/11/2016 12:55:06 AM (last edit: 7/11/2016 12:55:06 AM)
show user profile  Octopuzzy
I don't know how to help but I'd say a bigger problem are the flickering clouds.
Is this the entire shot?
If so, talk about overkill..afterburn and realflow on a 3 second shot that's basically from space..you wouldn't even see the clouds and oceans move..the scale would be all wrong.
I'd leave the ocean static or at the most animate the texture a tiny bit.
Same with the clouds, although i'd experiment with warping the texture using thishttp://www.ylilammi.com/2013/09/berconmaps/
(Distortion) if I really needed animation.
If you think you really need a more volumetric look, try this




read 201 times
7/11/2016 12:55:35 AM (last edit: 7/11/2016 12:55:35 AM)
show user profile  cbflex
Thanks for the quick reply. I'll check my environment settings and my shutter settings.

As for the cloud flickering, I'm almost certain it has to do with like the partcles moving too fast or some setting in Afterburn...
Having said that, I will try your technique.
Perhaps, what I can do for the fly through, is have a few different animations at different scales and blending it all in After Effects...

The real reason why I wanted to do this, was to have some sorta automated system, where I could simulate anything I want with this Earth, like collisions and stuff with meteors, where all I'd have to do is simulate it in Realflow, and then render it in full in 3ds max in a 1 quick process, rather than having to constantly reconfigure different 3ds max files.

But, I'm guessing now, that something like that might be better to be done in Unity...
read 195 times
7/11/2016 1:40:29 AM (last edit: 7/11/2016 1:40:29 AM)
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