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Old 23-04-2009, 11:20 AM   #91
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Well... my graphic card is outdated. It doesn't support all the options from Buzzy's shaders. In the long run, I might use a random render engine. It's just that realtime viewport is closer to final game result. Am I right ?
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Old 25-04-2009, 12:12 PM   #92
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HELP PLEASE!

So I have seen that SR was able to generate a Glow Map using Mental Ray however I am using Default Scan Line and have no idea where I've gone wrong. Below is an image detailing my settings (on the left), my glow map (on the bottom), and a sample of the output so far (right).



Problem is that just his runes (around the forearms) are supposed to glow and yet all of him glows. Where did I go wrong? Please help.

Thank you all.

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Old 25-04-2009, 06:39 PM   #93
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First off, why are you using default scan line when you could be using mental ray?

I'm not very fluent with Max, but it looks to me like you are trying to apply glow in the completely wrong spot. You need to apply it to the shader in the self-illumination slot. Also from what I've read, you may have to turn off Self-Illumination by checking the color in the "Basic Parameters Roll out".

But don't hold me to any of that, I've never bothered to explore the shading system in Max. It's too archaic for me. I need my graphed shader node network.
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Old 25-04-2009, 10:10 PM   #94
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About glow...
This is how I do it:
Check the color box next to self-illumination.
Choose a new map type for the self-illumination slot, select output in the list. Put your Glow map in there. Now you can boost the effect above a hundred.
This is a scanline render.
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Old 26-04-2009, 01:28 PM   #95
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Old 27-04-2009, 02:15 PM   #96
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anyone know of a way, other than shuting down the program, to stop a render to texture bake, after an "out of memory" error pops up.
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Old 27-04-2009, 02:19 PM   #97
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esc? Works for some things
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Old 27-04-2009, 08:45 PM   #98
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for you max users out there:

light maps. Not as good as an AO map, but it sure does help.

All you do is apply your normal map to the mesh. Open up the render to texture window. "Add" a light map, change the map size to whatever it is you want. Then hit render. It will use the normal maps info in the render. You can then take that render add it as a layer in photoshop and overlay/mutiply/darken to get the look you want. You can always use the oppacity as well if the outcome is too strong for your liking.

Another thing to keep in mind while trying this trick, adding lights into your scene. Setup your lights and do a few test renders till you get what you like, then render out another lightmap and see how the two differ.
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Old 28-04-2009, 12:42 PM   #99
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Does anyoune know why mudbox cannot find symmetry, and sometimes it gives unknown error.
I figured this out - model wasn't at 0.0.0 when exporting
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Old 04-05-2009, 04:34 PM   #100
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i'd have a question about the rigging, someone know if it's possible to mirror bone along the axis of another object, just for example, i select the right bones and want to mirror them to the left, using a bone from the spinal column as mirror axis?
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Old 04-05-2009, 04:41 PM   #101
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Astaroth - Are you in Max? it requires some scripting to do properly, which I can show you, but I need to know which axis you are mirroring across.
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Old 04-05-2009, 05:22 PM   #102
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Quote:
Originally Posted by Buzzy View Post
Astaroth - Are you in Max? it requires some scripting to do properly, which I can show you, but I need to know which axis you are mirroring across.
thanks buzzy, i'm working in max, and considering the character is facing the front view it's a mirror on the x axis, but considering the spinal column it's on its local z axis
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Old 04-05-2009, 05:53 PM   #103
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Ok, so I'm going to give you the basic math, which you can apply on a per bone basis (you will NOT be able to do this on multiple bones at once).

Code:
obj1 = getNodeByName "Bone1"
obj2 = getNodeByName "Bone2"

obj1.pos = [obj2.pos.x, -obj2.pos.y, obj2.pos.z]
obj1.rotation = qorthog (quat obj2.rotation.y obj2.rotation.x obj2.rotation.w obj2.rotation.z) [0,1,0]
obj1.pos = [obj2.pos.x, -obj2.pos.y, obj2.pos.z]
First, copy this bit of script into your MaxScript Editor.
Now, you'll see two names in quotes in this script. "Bone1" and "Bone2"
Replace those names with the names of the bones in your scene. Bone1 is the bone you want to mirror from Bone2 (in other words, Bone2 is the one you already have properly positioned and Bone1 is the one you want to move so it mirrors Bone2)

For example, if you have already properly set up "Bone_ForeArm_Left" and you want "Bone_ForeArm_Right" to mirror it, you would change the script to say:
Code:
obj1 = getNodeByName "Bone_ForeArm_Right"
obj2 = getNodeByName "Bone_ForeArm_Left"
Now, to run the script, in the MaxScript Editor window, go to the Tools menu and select "Evaluate All." Should do the trick.

If you want to do several bones, remember that you have to go DOWN the heirarchy. In other words, you have to do the clavicle bone before the bicep, the bicep before the forearm, etc. You can't do the hand and then the bicep. It would end up throwing off the hand again.

If I knew what sort of naming convention you had, I could propogate this script down the heirarchy automatically and do the entire skeleton all at once.

If this script is mirroring across the wrong axis, let me know and I'll give you the new math.

And make sure you save a backup of your scene in case this causes your character to explode.

Lastly, if this causes your bones to explode and get all warped, you might want to try going into Bone Edit Mode before you run the script.
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Old 04-05-2009, 06:17 PM   #104
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thank you buzzy, i've tryed it, but it seems to mirror the bone on the y axis

btw i've thinked of another way of mirroring the bones, just using another temp bone that start from the spinal column and end on another bone of the left part, lets say the clavicle, and then mirror it and use its end bone as an offset on the opposite axis, so that you can mirror the left part bones then, activate snap to pivot, select all the bones, and clicking on the clavicle(since we used it as offset), snap it to the temp bone, and then delete the temp, mirroring all the bone at the same time
would it be difficult to put this in a script, so that one could avoid the naming convention too?
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Old 04-05-2009, 06:32 PM   #105
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Change the last three lines of that script to this and it should mirror the correct direction:
Code:
obj1.pos = [-obj2.pos.x, obj2.pos.y, obj2.pos.z]
obj1.rotation = qorthog (quat obj2.rotation.y obj2.rotation.x -obj2.rotation.w -obj2.rotation.z) [1,0,0]
obj1.pos = [-obj2.pos.x, obj2.pos.y, obj2.pos.z]
Your new solution sounds interesting, but I don't think I 100% understand what your plan is. It sounds like it might have some problems though. Can you explain it a bit further?
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