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Updated: Overview of Sneak Peek videos - (now including the videos themselves)

Posted by MaxStation, 15 March 2012 12:00 am

The list of Sneak Peek videos has grow a bit over the last couple of weeks, this posts list what's currently available.

  

Autodesk wishes to caution you that this video reflects technology research, and that actual events or results could differ materially from the video seen here. Also, this video is not intended to be a promise or guarantee of future delivery of products, services or features but merely reflects technology research, which may change. Purchasing decisions should not be made based upon reliance on this video. Autodesk does not assume any obligation to update any statements we make to reflect events that occur or circumstances that exist after the date of this technology preview.

 

This video shows recent research we have been doing with Nvidia around MassFX and iray.

Hardware used in this demonstration was a BOXX Technologies 3DBOXX-W4880 w/ a NVIDIA GeForce GTX 480 & (3) Tesla C2075

 

 

This research example shows using CAT animation controllers on non CAT objects to create an animated pivot example.

 

 

This video shows current research related to MassFX rigid body dynamics and ragdolls.

 

 

This video shows current research related to animation retiming, MassFX and the Nitrous accelerated graphics core. Final playblast has been captured from within Nitrous Viewport.

 

 

This video shows current research related to the Nitrous accelerated graphics core, showing DOF and by using Bokeh images (switched via MaxScript) for Bokeh effect. Final playblast has been captured from within Nitrous Viewport

 

 

This video shows recent research we have been doing with Nvidia around MassFX.

Hardware used in this demonstration was a BOXX Technologies 3DBOXX-W4880 w/ a NVIDIA GeForce GTX 480.

 

 

This video shows current research related to the Nitrous accelerated graphics core. The goal is to shorten the iteration process and allow art directors and animators to crank out quick but nice looking animation previews with soft shadows, depth of field, transparency and indirect lighting. This particular Clip of 177 frames at 30fps, took 2 minutes to create using the Nitrous Realistic Display mode. Comparable SW render times of the same animation took close to 7 minutes to render with comparable looking quality.

 

 

This video demonstrates some of the research we've been doing with better character animation interop between Autodesk 3ds Max, Autodesk MotionBuilder and Autodesk Maya.

 

 

This is a sneak peek at research focused on improving UI performance, mainly dockable UI.

 

 

Here's a quick peek at research we have been doing around character interop between 3ds Max and MotionBuilder.

 

 

Shows some of the research we've been doing with better interop with Adobe After Effects. We call it "MediaSync".

 

 

This video shows recent research we have been doing with Nvidia around MassFX. The simulation includes Rigid Bodies (using concave meshes option), mCloth objects, breakable Constraints, and mCloth tearable cloth. A lot of the scene geometry (all the stacks of logs) were stacked running separate simulations, just to get a nice realistic distribution, and then baked into their final positions. The highlight of the simulation is the use of standard 3ds Max forces. The forces used include a spherical Gravity, two PBombs, and a Vortex field. These affect the rigid bodies, and mCloth, which not only reacts to the forces, but is also capable of respecting pinned verts and tearing under the influence of the force. There is a PFlow system, but it's a pretty standard particle system under the influence of some of these forces. The particles are not dynamic. The shattering windows were pre-shattered using a free script, and then the fragments were assigned as rigid bodies. The render looks nice because the Nitrous viewports were using all the bells and whistles... photometric lights, exposure control, realistic shading, shadows, AO, etc.

 

 

Small Annoying Things (SATs) is about all the little annoying quirks and problems in 3ds Max that you might have gotten used to over the years but that might benefit from a second look. http://3dsmaxfeedback.autodesk.com/forums/76763-publicsmallannoyingthings

 

 

1 Comment

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