Combustion RPF trouble


#1

Hello, I’m having a problem and a question regarding combustion rpf files. Firstly, upon importing RPF files I don’t get the pop up asking to collapse/nest, rpf layers get collapsed automatically.

Secondly and more trickier, I want to get the self ilumination parts of my model to glow, and can’t get material IDs to work. The material is a multi sub, first slot of multi sub, is the one that has self ilumination map that I want to apply glow to. Can’t seem to find a way to get combustion to do that. Rendering out self ilumination map on a separate pass and blurring it for glow effect doesn’t work, since some of the self iluminated bits are colored, so i get a white glow for them instead of a colored one. Are there any other options?

Thanks in advance.


#2

You need to set the material effects ID in the material(s). This is not the same as the material ID used to assign materials to specific faces. For more information refer to the 3ds max User Reference.

I have no idea why you are not getting the RPF options on opening the footage. You may need to rename/delete your host.ini.

-Eric


#3

Popup window doesnt appear when you have only one-layer RPF.


#4

Thanks Pixel Monkey and cryptosporidium, you’re always the first to respond to my questions Pixel Monkey; read up on material effects channel id in both max and combustion help files, and i still can’t get a damn thing out of it. I can get object IDs and material IDs to glow, but the neon lights are a part of a mesh, so applying meterial effect channel to the shader makes everything glow, and applying it to the self ilumination shader doesn’t do it.

Also cryptosporidium can you please explain what a one-layer RPF is, it’s been 6 months since I’ve done any rendering/compositing and I remember it just used to give me a pop up upon importing .rpf. I’m gonna be doing about a minute worth of camera animation, and would like the ability to change the look of objects individually, while applying compositing effects/depth of field/blurs etc globally, and would like to have the ability to turn off individual objects and re-render them sepearately in case i screw up, for which RPF is perfect. Sorry to dump my compositing newbishness on you.

Thanks again for your responses.


#5

Assign a sperate material to the parts that need to glow through a Multi/Sub-object material. Then assign the Material to glow a unique Material Effects Channel ID.

-Eric


#6

Cool thanks, I ended up detaching the geometry and doing it with an object ID, but a separate material is a cleaner alternative. Thanks again.


#7

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