View Full Version : faking object deformations
bembem 06-13-2002, 01:36 PM hi to all,
I would like to ask, in 3ds max, is there a way to make a mesh always FULLY VISIBLE in an animation, even if other moving objects, or parts of other objects, are in front of it and would normally hide it? This way, some animation/deformation problems would be instantly solved!
Opacity maps don't seem to be a solution, since they'd have to updated in every frame. Any ideas please?
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ilasolomon
06-13-2002, 11:51 PM
strange...consider u will be able to do that, so what's about the
drop shadows of that object?...is it supposed to be viewable
when another mesh obscure it? think about it & u will get your
answer!
jeotero
06-14-2002, 04:00 AM
I really dont understand the question :)
bembem
06-14-2002, 09:22 AM
what i really mean is to change the renderer's "hidden surface removal" algorithm in a way such that a specific object A, for example, never appears hidden by another specific object B. This could be achieved e.g. by forcing A to be always drawn after B - in some cases, this could be done by compositing a rendering of object A on top of the rendered image, but how can you talk to the renderer and tell him to do it automatically?
ilasolomon
06-14-2002, 10:56 PM
hummm, it's not possible in one pass i wonder...as you say
by compositing is possible...but no idea in the renderer.
bembem
06-15-2002, 05:05 PM
perhaps it's possible in a renderer other than MAX's default,
maybe mental ray or something else?
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