Forum Replies Created

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  • Mylenium

    December 29, 2006 at 12:15 pm in reply to: animating a scroll

    Base your animation on a Extrude NURBS object and animate te points of the underlying using PLA or by morphing different versions of it. You could even use a Helix parametric spline to some extent and animate its parameters.

    Mylenium

    [Pour Myl

  • Mylenium

    December 29, 2006 at 12:06 pm in reply to: Material/Shader Help

    No, I don’t think you can do that. The Cheen shader produces anisotropy using fake microbump oversampling which without adjustments will result in blurriness the closer you get. I think in your case you’d be having better luck with a layered material – you’d still ahve to animate the opacity ov various bump layers over the course of you zoom, but you can fully control it and the base material won’t change its behavior.

    Mylenium

    [Pour Myl

  • Mylenium

    December 28, 2006 at 8:12 pm in reply to: Swarm of flies: 3D app versus AE?

    Do it in MAX. AE’s standard particle tools are simply not up to the task and shelving out another 300 bucks for particular seems not very logical just for such a simple effect.

    Mylenium

    [Pour Myl

  • Mylenium

    December 28, 2006 at 8:05 pm in reply to: Muzzle flash effects help needed

    You just need to add some colored solid in Add mode and mask it out somehow. Check Andrew Kramer’s blemish removal tutorial to find some quick&dirty techniques how to get those mattes.

    Mylenium

    [Pour Myl

  • No, when you use a sky as a lightsource you have to use radiosity. The areas receiving no shadows will be dark/ occluded. Alternatively you can simply use the Ambient Occlusion shader and this pass can even be rendert separately.

    Mylenium

    [Pour Myl

  • Mylenium

    December 28, 2006 at 6:45 pm in reply to: facing ratio?

    It should be… It’s a standard shader and immediately appears in the main list when you open the texture slot arrow. It’s in the second section of the list –> Color-Fresnel-Gradient-Noise.

    Mylenium

    [Pour Myl

  • Mylenium

    December 28, 2006 at 5:35 pm in reply to: Material/Shader Help

    You can use the Proximal Shader to limit your effects. simply put it in any channel you like and tweak the settings, then apply it to geometry that you turn invisble during rendering. not sure what you mean by “high quality” surfaces. Without a reference to your current settings it will be hard to give any advise on improvements. TherE’s no generic formula, there are simply too many variables.

    Mylenium

    [Pour Myl

  • Mylenium

    December 28, 2006 at 5:28 pm in reply to: facing ratio?

    Use the Fresnel shader on top of your other shaders/ textures inside a Layer Shader. The name is misleading as it really is only a linear incidence gradient, but should give you what you need.

    Mylenium

    [Pour Myl

  • Mylenium

    December 28, 2006 at 4:55 pm in reply to: traker problem

    I still don’t get what you are trying to say, but presumably you are trying to apply two different trackers to the same layer. This dooes not work. You need to have individual duplicates for each tracker, the reason being that each track results in completely different values and overwrites others.

    Mylenium

    [Pour Myl

  • Mylenium

    December 28, 2006 at 4:04 pm in reply to: mouth animation

    No. Masks are not accessible with expressions.

    Mylenium

    [Pour Myl

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