I'm working on a wave generator for 3ds max.
The first version will be used as test. For this reason, it will not be something spectacular. Just helpful.
But I start to read about the Fast Fourier Transformer, and would like to use for the coming versions.
This how the tool looks like at this time.
I'm working on this project with my friend Xavier Gueit.
His part are the shaders.
This is his first water shader test
if you have some comments about it, feel free to contact me or to post a comment on the scriptspot topic .
In this tutorial I’ll be explaining how to make a material for holograms in 3ds max. Tutorial is split into 2 parts, making of a basic material and animating the material. So let’s begin.
First of all start 3ds max with an empty scene. Then start material editor and choose a first empty material slot. Name it “Hologram Material” or something similar, so you can easily recognize it in the material library.
In the “Shader Basic Parameters” section of our hologram material check “2-Sided”. Now we move to “Blinn Basic Parameters” section. Here change the “Diffuse” color to a dark green. I used the settings R: 20 G: 80 B: 17. Of course you can use other color settings if you don’t like this one. Check the “Color” in “Self-Illumination” and use the same color settings you used for diffuse.
In “Extended Parameters” just change the “AdvancedTransparency” -> “Type” to “Additive”.
Next, click on the “Opacity” map slot and choose “Falloff”. Set the “Falloff Type” to “Perpendicular / Parallel”. Then in “Falloff Parameters” click on the map slot next to white color and choose “Noise”.
For the “Noise” map use the following settings: “Noise Type: Fractal”, “Size: 10”, “Levels: 10”.
Note: Depending on the size of the object you are going to use the material on, you should change the size setting so you don’t get a grainy look.
Now we will add a glow to the hologram object. So, select the object and the right click on it and select “Properties”. In the “Object Properties” -> “General” window, change the “Object ID” from 0 to 1 (or some other number).
Now go to “Rendering” -> “Video Post”. Click on the
button, from the drop down menu select “Perspective” (or a Camera) and click ok. Next, click on the
button and from the drop down menu select “Lens Effect Glow”. Click on the “Setup” button. Under “Object ID” option put the same number you used in Object Properties.
In the “Preferences” tab I used the following setting for glow: “Size: 6.0”, “Color -> Pixel -> Intensity: 50.0”. Click OK.
Note: These glow setting worked fine for me, but if it’s not the case with you, just change Size and/or Intensity settings until you are satisfied.
Click on the
button, change the rendering settings if needed and click on “Render”. Final result I got can be seen on the next picture:
This is the basic material setup and some still thing can be improved. Examples:
<!--[if !supportLists]-->1)<!--[endif]-->Try adding a “Raytrace” map to “Refraction” slot and lowering the “Amount”.
<!--[if !supportLists]-->2)<!--[endif]-->Try adding a “Raytrace” map to “Reflection” slot and lowering the “Amount”.
<!--[if !supportLists]-->3)<!--[endif]-->Try changing “AdvancedTransparency -> Falloff” settings in the “Extended Parameters” rollout (In/Out and using different Amt values).
In the next part of this tutorial I’ll explain how to animate the material to produce a nice appearing effect.
Hologram material – Part 2 – Animating the material
Here, I’ll try to explain how to make a nice hologram appearing effect, using an animated opacity map. Preview of the result can be seen in the next picture.
Opacity map is an animation of a black color turning to white (as shown on the picture below). Animations for opacity like this one are really easy to make even in 3ds max, but the process of making it will be explained in another tutorial. Avi file we are going to use in this tutorial can be downloaded here (1.avi).
Now let’s begin. Select a first empty material slot and change its type from “Standard” to “Blend”. Name the material “Hologram Material Anim” or something similar.
Newly created Blend material should look something like the picture below. As you can see, Blend material consists out of 2 material slots (named Material 1 and Material 2) and 1 map slot (named Mask). Material 1 is the start material, Material 2 is the end material and Mask defines how Material 1 is going to change into Material 2.
Click on the Material 1 slot to enter its options. Decrease the Opacity to 0.
Go back up to Hologram Material Anim and click on its Material 2 slot. Change its type from “Standard” to “Blend”. Name it “Holo Solid”.
Go into Holo Solid’s Material 1. Change its Diffuse color to white (R: 255 G: 255 B: 255) and Self-Illumination to 100 (as shown on the next picture).
Go back up to Holo Solid material. Drag & Drop the Hologram Material we made in the first part of this tutorial to the Material 2 slot.
Now, put the opacity animation to Holo Solid’s Mask map. Left click on Mask map slot and choose Bitmap. In a windows that pops out find and select the opacity map animation.
In bitmap options, scroll down to Time section and change the Start Frame to 1.
Finished Holo Solid material should look something like this:
Now, get back to the top material (“Hologram Material Anim”). Click on the empty Mask slot and choose a “Mask” map.
Mask map has 2 map slots and put the animated opacity map in both of them.
And that’s it. Material is finished. Now just put it on an object and render the animation. Result I got can be seen in this animation here (holo_anim_test.avi).
Hierarchy of the finished material…
… and the picture of it in material editor.
Note: After applying the animated hologram material to your model, put a “UVW map” modifier on it and choose planar as the mapping type. Next, change the axis alignment to “Y” and click on the “Fit” button just underneath. This will ensure that object starts appearing from the bottom.
1. Vray QMC Sampler부분의 Adaptive amount 부분이 0.85 기본값인데
0.5나 0.3 낮춰보세요 얼룩이 없어질겁니다. 덩달아 연산은 더 늘어납니다. 싱글 씬으로 최적을 찾아보시길 바랍니다.
Noise threshold 역시 더 낮춰 잡으시고 Min samples는 높데 잡으시길 바랍니다.
참 그리구 Vray: Irradiance map 부분을 애니라면 궂이 high로 잡으실 필요없으실듯합니다. 중간정도로 해도 ani시 제대로 표현이되더군요 다른 옵션 조정을 하면요...
2. 랜더링이 완료된 결과물을 보면 바닥의 면이 얼룩이 진것을 확인할 수 있다. Ranger 창에서 HSph. subdivs의 수치를 높여주고, Max rat 수치도 높여준다.
4. 뷔레이에 지원이 되지 않는 재질을 사용했기 때문입니다.
맥스 기본 스캔라인에 있는 재질이 모두 뷔레이에 지원되지 않습니다. 강의 보시면 알겠지만..반사와 굴절도 맥스 기본 스캔라인과 완전히 틀리쟎아요..
오버라이드...메씨지의 경우가 대표적인 예인데..뷔레이에서 지원되지 않는 레이트레이스 재질을 사용한 경우입니다.
뷔레이 강의를 보면서 강의에 나와있지 않은 방식의 재질은 사용하지 마시기 바랍니다.
5. 일단 어떤종류의 모션인지를 알아야 제거하는 방법또한 조금 다름니다.
브이레이 라이트를 사용할때 옴니라이트를 같은곳에 만들어서 브이레이 라이트와 같이 써주면
그림자 부분에 얼룩을 (얼룩을 제거한다기 보단. 블랙과 화이트의 색상차를 좁혀서 얼룩이 덜한것처럼 보이게 해줌니다) 일차제거하고. v-ray rQMC sampler 탭에서 Noise threshold 수치를 0.002 정도 하시면 되고 브이레이 라이트의 섭디수치를 기본8에서 24정도 하시면 조금이나마 되지싶습니다. 또다른이유로 얼룩이 생길수도 있습니다. 면이곂쳐서 생기는것은 곂친면을 지우거나 v-ray global switches 탭에서 raytracing 부분에 secondary rays bias 수치를 0.002~3 정도 하시면됩니다.
6. irradiencemap으로 한번 해보세요.
얼룩이 생기는 원인이 보통 vray는 카메라 보이는 부분만 GI 렌더를 해서 카메라 움직임이 있을때마다 GI 계산을 새로 하면서 발생하는 문제인데, irradience map으로 GI 계산값을 저장해서 그 저장값을 불러와서 렌더를 걸면 얼룩을 지우기 쉽습니다.
회사에서 여러 사람이 랜더링용 컴퓨터를 같이 사용 할 때 몰랐던 사실
작업하던 각컴퓨터에서 랜더를 걸때 그 컴퓨터마다 manager를 다 실행 해 주어야하는 줄 알았던..것
오늘 내 컴퓨터의 manager를 실행하려고 보니 runtime error가 생겨서 두 시간동안 해결방법을 찾다 못찾았다.
결국 드는생각이 server로서의 역할로 manager를 하나 켜두면 상관없지 않을까라는 생각이 불연듯 스치고 지나가고 해보니 된다;
황당하고 멍청해보였다;;
바보바보;;
그래서 제일 좋은 랜더용컴퓨터의 시작프로그램에 manager를 넣어두었다..;;
삽질 두시간에 작업분량은 더늘어난것;; 췟!
엇...근데 말이다..흠;;
슈퍼컴에 manager를 실행하니 다른컴보다 더 오래걸린다;;; 에효.;;왜이러냐!!!!!뷁!!!
After watch a few rigging reel using xsi or maya,I think that it would be much easier in animating if the rig has realtime delay effect.
But I was confuse how to do in max until I got a sample scene from zhangy(www.zhangy.com).
After study that scene,I wrote this script.I give a name:realtime spring.But it doesn't have the "shake" effect,I mean when the dynamic object reach the driver object's position it would stop.So it actually make a delay effect.
My english is bad,so I recode the video in chinese,hope you understand the usage.
I am not good at R&D too,so it has much more space to improve.
Maybe someone would make it better.
ps:script tested in max8 and max9.
Thanks to:
Zhangy(make the basic idea)
Mingyu (for testing ang making fish example scene)
update version 1.1
fixed:error when the scene has biped object.
update version 1.2
fixed:script controller error in max8.
update version 1.3d
*add filter fucntion to manage spring node by comment.
*loop before bake:loop animation few times before baking,get stable action in loop animation
*bake animation speed,when you get good movement with different animation speed,use this funciton to bake it.
*subsample,use "bake with subsample frames" button to do more percise calulation.
update version 1.4
*press esc key to exit when baking
*make it work in max8
This tutorial needs you to understand basic use of 3dsmax.
In children bedtime story, there's a story about magic seed. Someone plant this magic seed and in seconds it will grow into giant tree. In this tutorial you will also create this growing tree effect using Particle Flow, amazing particle feature in 3dsmax.
1. First, you need todownload 3dsmax exercise file here (34kb, zipped, 3dsmax 8 format). At first, you might think this file is empty. But actually it isn't. Scrub slider to watch the animation. You will notice there are 2 objects that growing bigger. One is 'maintree' dan the other is 'branch'. We will use these 2 objects to create a big tree. First object ('maintree') created using cylinder and then its vertices animated frame by frame to create growing effect. Second object ('branch') object will be used the same as its name, as branches. This second object created using extruded box and then animated by scaling down as small as possible in frame 0.
2. Before we begin, select 'branch' object. Notice where Pivot Point is located. If you want to create your own branch, just make sure its Pivot Point is located at the bottom. Actually you can use this effect to create many things, like growing tree or growing tentacles for example.
3. In Command Panel, click Create button. Change drop down list to Particle Systems and click PF Source button. Then, click and drag anywhere on viewport. Any size and location is okay. In image below, I created Particle Flow (PF) Source icon in Top viewport.
4. Next step, open Particle View window by pressing '6' in keyboard. We will change couple of Particle Flow parameters. First, select Birth 01 row in Event 01. On the right pane, change Emit Start=20, Emit Stop=60 and Amount=50. By changing these number, we are telling 3dsmax to create 50 particle from frame 20 to 60. You may use any amount you like, but 20-50 is more than enough. This amount represents how many branches will be created.
5. Now, we need to tell 3dsmax where to put branches (particles). Select and drag Position Object operator into Event 01. Place it exactly on top of Position Icon row to replace it. In Position Object rollout, click Add button and click 'maintree' object in viewport. Don't forget to activate Animated Shape so that branches will be created while tree is growing.
6. Still in Position Object 01 rollout, move rollout until you find Location. This is where exactly particles will be created. Change Location to Selected Vertices.
7. Minimize Particle View window for a moment. Select 'maintree' object. Click Modify tab in Command Panel. Activate Vertex selection. Then, in Front of Left viewport select vertices in upper part of object. You need to move slider before you can select vertices.
8. Back to Particle View window. Now, select Speed 01 row inside Event 01. We don't want any branches to move, right? Just delete this row or change Speed to 0.
9. Next step, we need to change particle's shape. From bottom pane, click and drag Shape Instance operator inside Event 01. Place it on top of Shape 01 row to replace it. In Shape Instance 01 rollout, click button under Particle Geometry Object, then click 'branch' object in viewport. After that, change few parameters like Scale Variation=30%, activate Animated Shape, and in Animation Offset Keying use Sync By: Particle Age. Scale Variation is used to make different size branches. Animated Shape, is used to make branches growing from small to big. Animation Offset Keying useful to make each branch have its own animation.
10. We can't see particles as branches yet. Select Display 01 row in Event 01. Change Display Type to Geometry and finally you can see branches. Scrub slider to watch animation.
11. Just before this step, we used Random 3D as branches rotation. As you can see, some branches growing approaching to the ground. In physics, we knew that branch is always look for the sun (go up). We will fix that. Select Rotation 01 row inside Event 01. Change Orientation Matrix to Random Horizontal and use Divergence=90. Now, branches rotation will be much better. If you don't like branches rotation, click New button in Uniqueness. Click until you find desired branches rotation.
12. Finally this tutorial is finished. Scrub slider or press Play to watch your growing tree animation. Image below shows an example of this animation.
누가 만들었는지 어디서부터 돌고 있었는지도 모르는 Vray Studio를 아리따운 아가쒸에게 받아 설치방법도 배웠다. 설치하고 이것저것 눌러보니 렌더러 선택 및 기본셋팅을 스크립트로 만들어놓은듯 한것이 요긴하게 쓰일것같고 땟갈 공부하는데도 도움이 될듯하여 설치방법을 올린다.
Vray Studio 파일 두개를 위에 보이는 경로에 복사해 놓는다.
맥스를 실행하고 첫번째로 할일은 이 스크립트들을 실행시키는것이다.
MAXScript 메뉴에서 Run Script를 실행시키면 Choose Editor File이라고 뜨면서 파일을 선택하도록 유도한다. 이전에 Script폴더에 복사해놓은 두개의 파일을 하나씩 선택해준다. (Run Script 두번실행)
다음은 Customize 메뉴에 Customize user Interface를 실행시킨다.
Toolbars Tap을 선택하고 오른쪽위에 New 버튼을 눌러 새로운 툴바를 만들어준다. Toolbar이름은 알아서 적으면된다.
왼쪽에 조그마한 툴바가 생성이 되었다.
다음은 새로 생성된 툴바에 Vray Studio 아이콘을 옮겨 놓을것이다.
왼쪽위 Category에서 S_VRay Tools를 선택한다. S_VRay Tools를 선택하면 아래그림처럼 두개의 목록이 나온다.
Hello, my name is Antonio Casado and trought this tutorial I show us how to make cloth animations with 3DSMAX. In the first part we learn to make a simple cloth fall over an object, and in the second part we try to quit the cloth for show the object and animate a camera for see details of that.
Scene setup
The Scene to work in its very simple. It consist in a plane for the floor and the object to use, in this case a mini Hifi Stereo System with Speaker and remote controller.
Now we create the cloth that use in the simulation later. For that, we start creating a plane object with about 50 subdivisions, the sufficient to make an accurate and exact animation, with all the featured needed. This is the result:
Creating a circle Shape and using the ShapeMerge tool we finishing the cloth with a circled look, so more beautiful will be. Keep to clean unnecesary vertix in the edge of the edges using the WELD command in the Editable mesh/poly tab.
Now we have the basic scene, so adjust the render propierties. The render system chosen is Vray and once have setup the basic illumination scene, we can Start to play seriously ;-)
PART ONE: The falling cloth
Now its time to make the simulation. For that we use a free plugin called SIMCLOTH, from the same team that VRAY (I hope that can finish the current version and make it better). This is the control panel of Simcloth. As you see, is very easy to use:
Once finished the simulation, we can play the sequence in the viewport to see if we like it or not. If you like it, jump to the next point. Otherwise, we adjust the setting of the cloth. For that, I recommend to read the manual and learn better the parameters that affect the cloth and the objects, etc...
At this point, we can apply a material to our cloth. Otherwise, in the material requires UVW coordinates, its better apply it BEFORE the simulation (or go to a point under the stack and apply there the UVW Mapping). In our case, we choose a plain color with no texture coordinates. The material it?s really simple, simulating velvet. For that, only put a FallOff map in the Diffusse channel with the colors intense red in one and pinky red in other, as you see here:
Once finished the simulation, we can play the sequence in the viewport to see if we like it or not. If you like it, jump to the next point. Otherwise, we adjust the setting of the cloth. For that, I recommend to read the manual and learn better the parameters that affect the cloth and the objects, etc...
At this point, we can apply a material to our cloth. Otherwise, in the material requires UVW coordinates, its better apply it BEFORE the simulation (or go to a point under the stack and apply there the UVW Mapping). In our case, we choose a plain color with no texture coordinates. The material it?s really simple, simulating velvet. For that, only put a FallOff map in the Diffusse channel with the colors intense red in one and pinky red in other, as you see here:
At last, we can do the final touch. How we used a medium to low mesh for the simulation, is time to refine the geometry. For that we use the new TurboSmooth modifier of 3DSMAX 7 and apply 2 iterations of smooth, obtaining a good density and adding extra detail. And for last, the Shell modifier, that give a thikness extra to the cloth:
Now, we only render the sequence and enjoy the falling cloth...:
Postproduction
Once the sequence is rendered, we can do to final touch. In this concrete case, we can stretch the video so we can obtain an ultra low motion animation. For this task we use Motion Perfect from Dynapel, a easy to use program that can done the stretch that we want. Only have to load the video, set a rate of 400% slow and wait to generate the video. That's all. The slow motion effect in this case is perfect and looks pretty:
Let's go now with the opposite case, what is to quit the cloth of the object, showing it. The procedure it's a little some complicated, but it allow us to make more complex animations with the cloth, for example, that a character pick a cloth.
So, starting with the previous scene, the better its to colapse the stack to the Simcloth modifier in tha last completed frame, and saving the scene with another name, keeping like that:
Convert the sphere to an editable poly. In the main toolbar change selection mode to window.
It's the moment to link the cloth object with the dummy. For that, we apply the Simcloth modifier again to the cloth. Remember to set to cloth. Next, push the ?+? in the Simcloth modifier to reveal the Vertex Subobject. Here is where can select vertex and assign it to another object external to it, in our case the dummy object:
We select two or three vertex coincident with the position of the dummy object, and push the button NEW. A new set appears, which have a few options. The most interesting its the 'attached' opcion, so active it and push in the button for select the dummy. In this moment there vertex group are attached to the dummy:
Now it?s time to animate the dummy. We can move it in a simple movement or complex movement, here you feel free to do how you want:
It's time to simulation, so push again the magic button "START CALCULATION" and if we have done things well, see how the cloth moves "magically". Now it?s time to wait to finish simulation...
Camera movement
To do more dinamism to our animation, we make a little camera animation, simulating the movement of a digital handycam camera. For that, first we move the camera stablishing a basic movement. For example, making zoom over the object and panning across him revealing little details, and later restoring the point of view.
The basic movement is done, but we missed these "micromovement" that normally have the handycam cameras. For that, first select the camera TARGET and go to Motion Tab. There we change the default controller for the POSITION LIST controller. So, we don?t miss the previous animation of the camera target, and can done layers of movements:
So, we select the layer "available" and assign a new controller, NOISE CONTROLLER. Adjust these controller while play the sequence for fine tune the settings and find a small vibratory movement:
We have the fine movement of the target, so now select the camera and do the same operation, but ONLY in the ROLL channel of the camera. In this case the position list controller its not needed, only the noise controller.
And with that, we have finished the camera animation. Now it?s time to render the sequence, make the video, and enjoy!:
Name : DJ Lee Nick : MotionDJ Sex : Male Position Motion Graphic Designer Motion Technician Tel : +82.10.9491.1106 E-mail : motiondj@dstrict.com Office Address Dongsung Bldg. 4F Nonhyun-dong 95-14, Gangnam-gu, Seoul, Korea
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