Q:Is it possible, when Max starts, to load a specific matlib?
A:. You can copy your library to the folder C:\3dsmax7\Defaults\MAX and rename it to be called MEDIT.MAT (rename your original MEDIT.MAT to .BAK or something) and it will be loaded automatically when you start Max.
星期三, 4月 06, 2005
星期日, 3月 27, 2005
香港的CG網站比賽角色
Dragon skeletch head
這是參加香港的CG網站辦的比賽的草圖
Dragon skeletch full
全身的草圖
colour sketch
色稿
head wip01
頭部實作01
body wip01
身體實作01
2005 0215~
---------------------------------------------------------
目前還是持的在更新當中,如果想看最新的進度。請至
--->不發火的香港CGVS怪獸比賽<---
星期三, 3月 23, 2005
MAX Scripts How to
問: | Querying a material type, i.e Composite, Standard, Blend etc 如何辨別材質的種類 |
答: | for m in scenematerials where classof m == compositeMaterial do --your code here... |
2005.03.23 |
問: | how to set a Keyframe via MAXScript as I'd like to animate lights multiplier property 如何用maxscripts來設定光物件的keyframe |
答: | the easiest way is to tell MAXScript that you want to animate values, and it will create keyframes for you. For example, $Omni01.multiplier = 2.0 will set (without animating) the multiplier of a light called Omni01 to 2. To set a keyframe on the CURRENT frame, you would say with animate on $Omni01.multiplier = 2.0 This does NOT press the AutoKey button in the UI, but tells MAXScript to do the equivalent of enabling the AutoKey button internally. Any changes to values you do in the context of with animate on ( ) will be keyframed. If you want to specify your times, you can do this using the at time context. theLight = $Omni01 with animate on ( at time 10 theLight.multiplier = 2 at time 25 theLight.multiplier = 10 at time 100 theLight.multiplier = 1 ) this will set keyframes on frames 10, 25 and 100. If there was no keyframe on frame 0, it will be created, too. |
2005.03.24 |
持續更新…
星期五, 3月 04, 2005
How to Control CS by eular XYZ controller
星期三, 3月 02, 2005
ZB 官方站上關於用max render的筆記
testing with vray
-import obj
- apply a meshsmooth modifier to the object
- aplly a vray displacement modifier
set an amount of 8 and a shift of -4
resolution to 1024
render in 720 576 in 9 sec
ZB test
Another vray test.
The displacement values here are
13.344 with -6.672 shift
These values are based on the displacment value given by pixolator and the autoscale value in the OBJ (use a text editor to open the file, it is in the header), there should be no need to guess this. I'll put up a zscript/maxscript combination to do all this automatically once I have put a simple interface on it.
ZBtest
3DS MAX, Scanline - nimajneb
OBJ file to Editable Mesh.
Meshsmooth, 1 Iteration
Collapse to EMesh
Set Sub-D Displacement, Medium Preset (High Kills it, on my box)
Set material Bump and Displace same map (instanced). Set level to 100, and instead, change output to remap iamge from -.5 to .5. Set overall output to taste (I did the reciprocal of .834, 1.2 approx).
45 sec to render.
ZBtest2
Max 6 + Mental Ray - Zeddicus
- Displacement map flipped vertically and resaved in Photoshop as 16-bit RGB TIF file, no compression, no color management applied or embedded profile.
- Map loaded into material editor slot as bitmap, blur 0.01 (doesn't seem to matter with MR which ignores it, but good habit anyways to prevent banding if you use another renderer such as Vray), RGB offset -0.5 (map will look black, but it's not really and negative displacement is still there). By the way, if you didn't flip the map in Photoshop, set V tiling to -1.0 so that it renders properly.
- Using a second slot in the material editor, I applied a standard material with mental ray displacement shader unlocked (see heading mental ray Connection near bottom) and displacement map instanced as the extrusion map. Object Independant: checked / Displacement Length: 1.0 / Extrusion strength: 12.0 / the rest at default.
- For render options - View: Checked / Edge Length: 1.0 (higher speeds thing up but lowers render quality, lower setting slows things down but improves render quality) / Max Displace: 15.0 / Max Level: 6 (play around for best speed to render quality ratio)
Note: If you get a log error about your displacement map, make sure it's a proper 16-bit RGB TIF as stated above. 16-bit greyscale works, but gets converted to RAW and also is more likely to show banding.
The render posted previously in this thread (render time 1:40 at 640x480 / default render settings used except for those that were displacement related / two omni lights using shadow mapping):
ZBTEST3
心得 - mangriff
Yay!! I finally figured out how to get really good displacement maps in MAX!!! With default scanline settings. It works great, animates great, looks great and is faster than SH$$$$ yay!! Oh excuse me i have been struggling with this for the past few days sans sleep, food, blah blah blah. Cool, well here is the pic! PLEASE if anyone has questions ask me and id love to share the steps and settings! ooooOOooooweeeEEEEEEEE!!
First things first. DISABLE displacement in the render dialog! Everytime i forget about that the system crashes and poop pours out of every drive like a toilet rebelion. But seriously i got the best results both in control and results using the modifiers only. So import the mesh. Add turbo smooth with the iterations in the render so that the view port isn't bogged down with the smoothing. You can put on like 1 or 2 iters in the viewport just to see and judge how it's all going, and then put like 4 or if you can 5 in the render dialog for the final deal. Open the material editor and apply an open material to the mesh. In the material's displacement map import the tif file. You can import the file in any map slot because we are not using the displacement of the actual material, but we need to adjust the tiling so you can't just load in the image as an image. If you want you can just change the material slot to be a 2d map only and reference that, but since i figure you would want to a "3d" material on the guy anyway eventually it works to just bring it in the in displacement slot (that is the use after all). ANYWAY, change the V tiling to -1 instead of 1. because the map is flipped around the V axis. Now the map is ready to be applied to the mesh. Next you add the displace modifier in the stack and adjust the strength spinner. Make sure you turn on the luminance center and leave it at .5 (this makes it so that the mesh doesn't inflate completely and basically sets 50% grey to be the default condition, so white will protrude and black will recess which is what we want). under image, choose "MAP" and when the map chooser pops up find the image in the MTL Editor "browse from" choice. This uses the map that we inverted along the V for the displacement. The mesh should deform, if not then you may need to up the strength a bit. That's it. I made a morph target to show that the low poly version can be used to deform the high poly form for animation or posing. Lighting is just a couple omni lights that i rigged in the traditional 3 pt lighting theory. That's about it i think, let me know if something doesn't make sense and/or if this works for you! Later
有關於alpha depth factor 的解說 ~ 超棒!
-import obj
- apply a meshsmooth modifier to the object
- aplly a vray displacement modifier
set an amount of 8 and a shift of -4
resolution to 1024
render in 720 576 in 9 sec
ZB test
Another vray test.
The displacement values here are
13.344 with -6.672 shift
These values are based on the displacment value given by pixolator and the autoscale value in the OBJ (use a text editor to open the file, it is in the header), there should be no need to guess this. I'll put up a zscript/maxscript combination to do all this automatically once I have put a simple interface on it.
ZBtest
3DS MAX, Scanline - nimajneb
OBJ file to Editable Mesh.
Meshsmooth, 1 Iteration
Collapse to EMesh
Set Sub-D Displacement, Medium Preset (High Kills it, on my box)
Set material Bump and Displace same map (instanced). Set level to 100, and instead, change output to remap iamge from -.5 to .5. Set overall output to taste (I did the reciprocal of .834, 1.2 approx).
45 sec to render.
ZBtest2
Max 6 + Mental Ray - Zeddicus
- Displacement map flipped vertically and resaved in Photoshop as 16-bit RGB TIF file, no compression, no color management applied or embedded profile.
- Map loaded into material editor slot as bitmap, blur 0.01 (doesn't seem to matter with MR which ignores it, but good habit anyways to prevent banding if you use another renderer such as Vray), RGB offset -0.5 (map will look black, but it's not really and negative displacement is still there). By the way, if you didn't flip the map in Photoshop, set V tiling to -1.0 so that it renders properly.
- Using a second slot in the material editor, I applied a standard material with mental ray displacement shader unlocked (see heading mental ray Connection near bottom) and displacement map instanced as the extrusion map. Object Independant: checked / Displacement Length: 1.0 / Extrusion strength: 12.0 / the rest at default.
- For render options - View: Checked / Edge Length: 1.0 (higher speeds thing up but lowers render quality, lower setting slows things down but improves render quality) / Max Displace: 15.0 / Max Level: 6 (play around for best speed to render quality ratio)
Note: If you get a log error about your displacement map, make sure it's a proper 16-bit RGB TIF as stated above. 16-bit greyscale works, but gets converted to RAW and also is more likely to show banding.
The render posted previously in this thread (render time 1:40 at 640x480 / default render settings used except for those that were displacement related / two omni lights using shadow mapping):
ZBTEST3
心得 - mangriff
Yay!! I finally figured out how to get really good displacement maps in MAX!!! With default scanline settings. It works great, animates great, looks great and is faster than SH$$$$ yay!! Oh excuse me i have been struggling with this for the past few days sans sleep, food, blah blah blah. Cool, well here is the pic! PLEASE if anyone has questions ask me and id love to share the steps and settings! ooooOOooooweeeEEEEEEEE!!
First things first. DISABLE displacement in the render dialog! Everytime i forget about that the system crashes and poop pours out of every drive like a toilet rebelion. But seriously i got the best results both in control and results using the modifiers only. So import the mesh. Add turbo smooth with the iterations in the render so that the view port isn't bogged down with the smoothing. You can put on like 1 or 2 iters in the viewport just to see and judge how it's all going, and then put like 4 or if you can 5 in the render dialog for the final deal. Open the material editor and apply an open material to the mesh. In the material's displacement map import the tif file. You can import the file in any map slot because we are not using the displacement of the actual material, but we need to adjust the tiling so you can't just load in the image as an image. If you want you can just change the material slot to be a 2d map only and reference that, but since i figure you would want to a "3d" material on the guy anyway eventually it works to just bring it in the in displacement slot (that is the use after all). ANYWAY, change the V tiling to -1 instead of 1. because the map is flipped around the V axis. Now the map is ready to be applied to the mesh. Next you add the displace modifier in the stack and adjust the strength spinner. Make sure you turn on the luminance center and leave it at .5 (this makes it so that the mesh doesn't inflate completely and basically sets 50% grey to be the default condition, so white will protrude and black will recess which is what we want). under image, choose "MAP" and when the map chooser pops up find the image in the MTL Editor "browse from" choice. This uses the map that we inverted along the V for the displacement. The mesh should deform, if not then you may need to up the strength a bit. That's it. I made a morph target to show that the low poly version can be used to deform the high poly form for animation or posing. Lighting is just a couple omni lights that i rigged in the traditional 3 pt lighting theory. That's about it i think, let me know if something doesn't make sense and/or if this works for you! Later
有關於alpha depth factor 的解說 ~ 超棒!
免費資源01
Dear Help3d Member ,
We are pleased to announce the adding of New Free Features to your Help3d account
Now you can create your own gallery album, online Blog and share your Cg Demo.
To activate your gallery Album please visit
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To activate your 3d Blog please visit :
http://www.help3d.com/php/index.php…!@#@$%#
To share your Cg Film please visit
http://www.help3d.com/php/index.php…!@#@$%#
這是Help3d.com所提供的。
We are pleased to announce the adding of New Free Features to your Help3d account
Now you can create your own gallery album, online Blog and share your Cg Demo.
To activate your gallery Album please visit
http://www.help3d.com/php/index.php…!@#@$%#
To activate your 3d Blog please visit :
http://www.help3d.com/php/index.php…!@#@$%#
To share your Cg Film please visit
http://www.help3d.com/php/index.php…!@#@$%#
這是Help3d.com所提供的。
星期日, 2月 06, 2005
mr的shader…
剛剛花了快二小時在網路上找mr shader的資料…發現在大陸那邊的chinavfx有個mr的討論版很不錯!不過找不太到如何寫mr shader之類的文章。頂多就找到二本書…看來也都舊舊的。
結論是…
又浪費了二個小時…早知道就乖乖的key動畫就好了… / __ \
結論是…
又浪費了二個小時…早知道就乖乖的key動畫就好了… / __ \
星期五, 2月 04, 2005
蛙弟洞窟探險05
wadi_cave_adventure05
最近一直被叫去做雜事,進度變慢了呢… = = "
這是洞窟間險的第三個遊戲場景了…還剩下三個要做… / __ \ 這個場是用mr render的,現在有比較上手了,不像之前須要調參數調久~
在我的機器上(p4 2.5G 512ram)render的時間也多半控制在2~3分鐘/frame,場景裡的貼圖全部是程序貼圖。像這一張圖就只花了約一分鐘render。有開gi跟fg~
所以…挖哈哈!我控制mr的功力有進步了 ya!
在director裡做好的遊戲畫面
折著render果然就有差一點。會出現有雜點的現象。我猜想是因為我fg sample值只有開10吧。
這裡po上MR的設定給大家參考。
MR_設定
wadi_cave_adventure05_3
星期五了…別人都明天就放假…為何我們明天還要再來上一天班… / __ 看來還是早點換… = ="
不談那個…今天下午完成的場景,是二方連續的喔!是連接第三個遊戲到第四個遊戲間的通道。
星期一, 1月 31, 2005
星期五, 1月 28, 2005
星期一, 1月 24, 2005
星期五, 1月 21, 2005
wadi_cave_adventure01
星期二, 1月 18, 2005
星期一, 1月 17, 2005
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