Anyone Mind making a video tut for the basics of the render


Is it possible to be more specific? What is it that you don’t get?
There are some older movies on the pmG Website, there are the messiah docs, there are my AoN:Studio shader docs (free download - URL see my signature - lots of info even if you don’t use the shaders) and a lot of stuff at the forums and on
So what’s the missing link?

BTW. Are there any really good screen capture tools out there for free that work well with messiah? I can’t afford Camtasia Studio currently.



I thought you could use camtasis for free, but at a limited size and with a watermark.

As to repeat what Thomas has said, what troubles are people having? It might be better to just post what you need help with.

I find setting up lights and materials as well as the renderer probably easier than any of the other apps I use, C4D, Maya and XSI.

Playing and experimenting with lights, materials and render settings is probably 75% of how I learn to render with messiah. There are some good info in this forum which should also help.



I will explore more resources, but as anyone trying to learn any aspect of messiah’s animation capability I was looking for something along the lines of the short movies fred had made to show specific features (i,e bones, metaeffectors, autorig etc etc). Surprisingly enough those movies were enough to get me started.


And how about setting up materials in Houdini - eegad!!! VEX is vexing… :eek:


OK, I found a free screen capture tool:
Thanks to Max Glick for pointing that one out.
Now I have to do some warm ups - it is very strange to talk to my monitor in broken english :slight_smile:

It seems nobody knows what to ask for, but how basic should it be? Do you guys know what a material is? Surfaces? Is it mostly the shadertree or the rendersettings? I am a bit lost where to start…



That is very daunting, but once you start using SHOP with the Renderman and texture mapping books, it all makes sense.

Give the scattering OP a try to produce fast SSS effect or an occulsion effect, a similiar technique ILM did for the Hulk using PRMan.

I would like to see pmG implement particles on a surface for shading purpose. Imagine if we could blend displacement from animating particles clinging to a surface. We could animate weed growth on a column, apply dirt to a character’s face, animate decay and so on. There could be quite a bit of shading effects that would be possible.




Thomas Thanks for helping out! Assume one is coming from another package learning Messiah. Start from the basics then move on to how the shader tree works. If you have time show us some shaders like translucency and displacement. IF YOU CAN PLEASE EXPLAIN THE TERMINOLOGY(i.e Raidence etc etc).

Thank you so much!


hahahaha - … and maybe continue with explaining life, the universe and everything…
What you describe in your post will take 2 hours or more - nothing to put online for free.
I have to think some more about this DVD idea someone else has brought up.

I’m still not sure if I like the idea - working with people directly is much more fun, so don’t take it for granted that something will come from my side. If anybody else is more motivated, just go on… :slight_smile:



Why don’t you take a feature you like using and show how it works as a promotional demonstration for the messiah video section.


hey C-bones, I try giving you my notes…heck I’ll make a quick addition to my site.
Give me a minute okay.

Are you coming from Lightwave?

Thomas, your video should be about the TLhelpers, dude.


All this talk about training videos hasn’t gotten me excited … I’m testing out Camtasia now. This is just a avi test without sound … remember this is only a 1min test… it doesn’t really show anything other than me clicking around on the interface. If all goes well, I’ll try to throw something basic up. :slight_smile:



Ah yes, a point cloud to fake SSS - similar to what they did for Shrek 2. That would be an extremely powerful asset for messiah. I agree. :slight_smile:


Basic render workflow would be nice.
then also do’s and don’ts of the renderer?
Maybe some neat tricks folks aren’t aware of?
Or maybe optimizing render settings and workflows?

and last definitely a couple of workflow walk through’s with the shader flow.
I’ve been using other node based apps before, but MS has me confuseda bit(workflow related).
I know its because of my lack of time in using it, but that’s the key I just don’t have the time like I used t00 :wink:

and having a video on the background while I… ehm work in the cubicle would be cool.
play, pause rewind

setting up a standard blue GI scene with infinite ground plane.
setting up a indoor light scene- architectural
setting up a sss scene
setting up chrome spheres with GI depth bounce
setting up self illuminating objects


Posted a few new messiah:render stuff inthis thread sinc eit ain’t video but its still worthy of ur attention.

Some fake SSS and Lightwave newbie stuff.


Have you ever tried to use weights as particles? This can do most of what you discribe. Drive the displacement with a weightspot and off you go…
This is extremely powerful for other effects that can be controled by weights also!




Could you possible show an example of “using weights as particles”?



Updated tutorials.
Infinite plane, FOG and background Sky.


Yeah, I was trying to set that up but I can’t figure out how exactly.



Ok, the basic idea is:

  • Make a Metaeffector.
  • Add as many effectors to it as you want particles.
  • Create a particle effect.
  • Select the Metaeffector (that has all effectors as children) as the “Slave Parent” item in the particles interface. This makes all children of the Metaeffector into particles.

The other stuff should be easy. Select the Metaeffector as the weight in the weightspot and do with its value whatever you want…
The main problem with messiah particles is, that they don’t have real instances, so you have to have as many effectors as you want to have particles.

If you have collision with full friction and no bounce, you should be able to get it to work as you described. Having no gravity will prevent the particles from moving after collision. If the mesh is moving, you will have problems since there is no “sticky” behaviour yet.

But it should give you a lot of options to play with. :thumbsup:

I hope this helps



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