If I generated FG maps with interpolation of every 3 frames and I use read FG points at every 2 frames. Would this be wasting my time? Would it be better if I just set it to 0? Once it starts rendering it comes up with warning signs saying it can’t find specific FG maps which is understandable. Would max have to generate new ones (because this would be a waste of render time) and if it does can I somehow just tell it not to?
It is an animation that I am rendering (moving car and moving camera). I’ve followed Max’s help steps and now have come to a point where it’s a bit confusing.
I think you misunderstood point of interpolating FG frames. It is not meant for interpolation of FG sequences in a sense that you can render less frames, and then create missing ones by interpolating renderered ones. It is meant to smooth out FG samples using data from previous and following frames in order to reduce flickering problems ;)
The thing is my maps were generated at every 3 frames and then when I wanted to render I got the choice of using those frames at an interpolated sequence.
So I’m guessing that I’m just wasting my time by setting it at 2. I really just want Max to use the maps that are calculated and nothing extra. So I’m guessing I should have set this to 0. I just wanted to confirm this with someone before going ahead with it that’s all.
Would I be right to set it to 0 if I just want max to use the pre calculated maps and not have to generate new ones in order to create an average over selected frames?
Or if it’s possible, it’d be cool if I can get Max to interpolate over the frames generated eg seeing as I’ve set the maps to be generated at every 3 frames then maybe it can somehow use those frames to create smoother ones rather than calculating from the missing frames in between.