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Afterburn 3.2 (3DS Max Plugin)
Supports 3DS Max version 4.x through 2009
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is download only
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AfterBurn is a production-proven volumetric effects plugin that has been used
in cinematic productions such as Matrix Reloaded, Armageddon, Dracula 2000, HBO
trailer, Mechwarrior3 cine trailer, various IMAX movies and games such as
Warcraft3, Starcraft, Sin and many others.
This all-in-one solution enables rendering of ultra realistic effects ranging
from clouds, pyroclastic smoke, dust, superb explosions effects, liquid metals,
water and various procedurally defined "hard" objects.
Unique solutions (features) that were carefully designed and built into the
AfterBurn set of plugins will introduce you to a completely new meaning for the
word "creativity".
With AfterBurn Deamons you can even drill a hole through clouds or change the
wind direction and strength.
AfterBurn Effects enable glowing based on particle age, or transferring
AfterBurn Z-buffer, Mtl-buffer to MAX buffers so you can apply Glow or Depth of
Field effects. The Numerous examples and presets on the CD will make learning
easy and fun.
Overview
AfterBurn is a fully volumetric raymarching engine, and excels at creating
very natural looking effects. All of the standard MAX particles can be turned
into fireballs, clouds, smoke, explosions, nebulae, liquid metals, canyons in a
matter of minutes!
Video Post glow filter - Allowing glow of AfterBurn effects, with varying glow
size and strength with particle age
Combustion - Standard MAX Combustion with AfterBurn technology. Features: glow,
falloff, proper mixing with AfterBurn, HyperSolids, two shading algorithms and
built in antialiasing for HyperSolids.
One of the AfterBurn's many unique features is the ability to assign glows, and
even depth-of-field to different parts of the volumetric effect. This is
possible since AfterBurn lets the user create their own channels for Z-Buffer,
ID-Channel Buffer, and Age Buffer. These channels can be transferred to MAX
standard buffers for use of other (non-AfterBurn) Video Post filters. AfterBurn
even has its own Glow filter which is capable of glowing AfterBurn volumetric
output -- with glow color, strength and size varying with the age of the
volumetric particle.
With AfterBurn's intuitive user interface and three preview windows, exacting
complex effects can be created quickly. Like 3D Studio MAX, nearly every
parameter is animatable. As an aid to animating parameters based on particle
age, AfterBurn features optional spline-based graphic control of each parameter
Effects like fire turning into a smoke are easily created with just one particle
emitter, and one AfterBurn entry.
What's new in version 3.2:
For existing AfterBurn users, here is a short list of the major features and
additions to this exciting new version.
- ThinkingParticles 2 Support:
AfterBurn 3.2 now supports multiple ThinkingParticles 2 particle groups within
the Master System. From the AfterBurn user interface, you can select
ThinkingParticles as your source particle, and a new Group selector dialog will
appear. Whichever TP2 particle Groups you pick will be displayed inside the
Source Particles/Daemons group of controls (as shown below).
- Improved Explode Daemon Calculations:
AfterBurn 3.2 has re -worked the core algorithms of the Explode Daemon so that
it achieves faster results and is not as memory intensive. In terms of controls,
it is identical to previous versions, but in terms of speed, you will see a
marked improvement.
- AFCs now use full Bezier interpolation:
AfterBurn 3.2 has added full Bezier interpolation to all of its AFC control
dialogs. Now users can manipulate full Bezier curves and handles to define your
curves and gives you more control over how your flow curves appear.
- Added Support for finalRender Stage-1 Global
Illumination and Caustics:
As part of the interoperation between DCP plug-ins, AfterBurn 3.2 now offers a
tighter connection to finalRender Stage-1's Global Illumination and Caustics
generation. In previous versions of AfterBurn, all GI and Caustics data would
not affect the output look of the AfterBurn volumetrics as shown in the image
below.
Now, within AfterBurn 3.2, you can right-click on the particle system to which
AfterBurn is assigned, choose fR-Properties and from the resulting dialog turn
on Calculate Self-GI and/or Generate Caustics controls. At that point, the
volumetric puffs will use the Global Illumination and Caustics data from Stage-1
to light the scene.
Rendering
The AfterBurn renderer is accessed via the Environment rollout. The effect is
highly customizable, as is control over quality/speed demands.
HyperSolids is a completely new approach in volumetrics rendering. Using this
technology it is possible to render liquids and other 'blobby' objects without a
single poylgon. With built in antialiasing the effect renders smooth, without
artifacts.
Additional volumetric plugins that ships with AfterBurn (Combustion-helper
based, fog, and volume fog), including AfterBurn, can be properly mixed together
at rendering time. From now on, the user don't have to worry which effect will
be first, and which the second one, as AfterBurn renderer will properly mix
them.
Raytrace and Shadow map algorithms are supported within AfterBurn shadow
generators (AfterBurn lights are not used anymore)!
With several unique light-scattering functions, volumetrics can scatter varying
degree of light 'photons', based upon the angle between the camera and the
lights.
AfterBurn volumetric can be seen through surface with refraction applied, and
also seen on reflective one.
Since AfterBurn has its own buffers for storing age values, Z-buffer, and ID's
for each AfterBurn volumetric pixel, one can finally apply Video Post filters to
true volumetric effects. (This is a 3D Studio MAX first!) AfterBurn's Z-buffer,
and ID-buffers can later be transferred to MAX buffers via the AfterBurn Glow
filter, allowing limitless use of Video Post filters with AfterBurn's effects.
AfterBurn can also occlude lens flare effects
Cell shader features up to three colors that can be used for shadow/midtone/highlights.
Position of every color can be set to desired value, so transition from light to
dark areas can occur at any level of illumination.
Animation
In 3D Studio MAX, each particle is represented depending upon it's own
age/life. Since Track View is not suited to representing animation over particle
age, a new form of animation control was necessary. AfterBurn's Animation Flow
Curves (AFCs) represents the change of parameters over particle age. With such
flexible animation graph control, the animator is completely unfettered when it
comes to re-creating real or imaginary scenery. AFC supports different key types
including Corner, Smooth and Bezier. AFC also supports various Interpolation
Controllers such as 'Particle Age', 'Paticle Velocity', 'Object Distance',
'Expression' and more.
Color change over particle age is animated via gradients (linear and TCB types).
In AfterBurn each key color and position can be animated over the particle age,
and time. Similar to AFC, gradients also supports various Interpolation
Controllers.
AfterBurn's rich feature set, intuitive interface, and ease of solving some of
animation's biggest headaches assure that every small or large animation studio
will find that AfterBurn pays for itself on the first project.
With five different basic noise types (fractal, turbulent, smoke, Fbm fractal,
Fbm turbulent) and a couple of HyperSolids specific noise types, plus parameters
that allow for total control of noise shape, an infinite variety of noise shapes
can be created.
AfterBurn supports up to three base colors for per particle, and also allow
control of the position parameter for each of the three colors. Any of the three
colors used can have it's own unique Video Post ID, so any or all of the colors
can be glowed.
AfterBurn facilitates easy tweaking of noise effects, essential for realistic
noise motion. With only two mouse clicks, noise becomes more or less resistant
to motion, and the animator can easily get the noise to look 'just as it
should'. Noise phase can also be animated over particle age. The influence of
these 'drag' forces is specially suited for explosions, and heavy smoke motion.
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$465.00
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