Ram Player audio…

Hello All,
does anyone if it’s possible to load audio into the RAM player while viewing a sequence?

i’m trying to simply sync audio with my renders without going into another application…

thanks

3ds max Particle flow

http://www.youtube.com/watch?v=N_TBgQPk-bI&hd=1



Hi want to share 3ds max particle flow logo animation project file, To create this effect i used 3ds max Particle System,I hope guys it may help you. Sample Video


Render machines each rendering differently

I’ve recently built 4 render machines (I7 950’s) and i’ve noticed that each produces a slightly different render result in regards to reflections, final gather, etc…… it’s small but noticeable.

Does anyone here have any insight into an issue like this? or maybe a solution even.

thanks,

Matt

What render engine do you use?

Ok .. i think this can be constructive. I want to know what you are using for your renders. Is it mental ray, is it vray, is it final render or brazil? And more important, why?
Ok, this was the first question. I just want to see why you are rendering with that engine, what are the benefits from your p.o.v.

Second question. Do you render all the time all the passes for comping? If not, which are the passes that you render most often? Why?

Third question. Do you render with DOF on or just render a Z-depth pass and add DOF in comp? Same question goes with motion blur -> motion vectors or inside job?

I am usually rendering in mental ray. I don’t usually render all the passes unless I’m not that sure what am I going to do in comp. Usually I try to get the 3d look pretty close to what I need. I don’t rely on changing the look DRAMATICLY during comping. Of course, most of the times I render diffuse, specular, reflection, AO, self illumination. I often do a low-res low-qual test render before the final one. Most of the times I rely on Z-depth and motion vectors. I find it much faster, but sometimes it costs me when I have very fine detail.

3Dmax mental ray Renders

This is new 3d max mental ray Production renders.project file available,i hope it help you.
www.m9fx.com
:niceone:


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3d max mental ray Shader

3ds Max Shaders. This is a collection of shaders Martini created for Max. More shaders coming soon!

Tron title shader

Here one more Movie title shader in 3ds max,in mental ray.

www.m9fx.com



3d max mental ray render

Hi, let check out 3d max mental ray commercial product renders,i hope it help u guys……enjoy

Help!! Piston Explosion?

Hi, I’m tryng to do a piston combustion in fume in slow motion does anyone have any ideas or suggestions every time I lower the fuel the flames turn to a smokey consistency and I want to keep it as fire just burning out. Thank you

Cloth simulation problem …

Hi there.
I have a problem with a cloth simulation, maybe someone will be able to tip me so I can reach to a solution.
The problem is – the scale. I want to simulate a huge tablecloth, well, sitting on a huge table. Its real dimensions are somewhere around 30m (long) x 1m (width) x 1m (height).

So what I did:
– created a ground plane (1×1 segments)
– created a box (30m x 1m x 1m) – (1x1x1 segments)
– created a plane for the cloth (30m x 1m) and a lot of segments (300×50)

Local simulation – allow it to fall. Pulled some faces with live drag to so it shouldn’t be that uniform. Already the cloth is not standing 100% on the box, it has some weird intersections that shouldn’t have happened.

Next, I want to add a wind, so I keyframe it, add the force and let it simulate again, but the results aren’t the expected ones. Weird intersections and, on the other hand, the wind not really taking action on the whole cloth.

So, the question is: are there any parameters to tweak in order to get a better sim? Is there another way to simulate cloth except the in-house Cloth modifier? Reactor? Or some good plugin I might’ve missed?

Thanks.