
- #Fxphd max203 3ds max destruction techniques update#
- #Fxphd max203 3ds max destruction techniques pro#
- #Fxphd max203 3ds max destruction techniques software#
- #Fxphd max203 3ds max destruction techniques professional#
However there wasn't really that much you could do at the time outside of sprites and rendering tri's and other geo. I was doing a lot of FX in 3D Studio DOS and early Max releases, Soft|Image and Maya when it came out. And even so they weren't often with decent motion blur, if you knew your stuff you could do some pretty advanced things with sprites based on angular falloffs and additional additive maps and per-particle attribute dependent opacity shaders. Maya's hardware renderer was able to spit out fairly decent sprite counts on particle systems, but that was the only real way to get any decent looking effects back then. What were the biggest changes in the industry and how do you see it in the future?Īs I mentioned, the tools back in the 90's were pretty limited. In the early days of the VFX industry, it must have been quite different than it is nowadays. How the heck do you make clouds, when all you had back then is polygons? So to me it became a huge drive to try to find ways to do this sort of thing. I started out in 3D nearly 20 years ago in the mid 90's, so quite a while ago now! To be honest, I think that's what drove me to FX, is a combination of loving the curiosity of problem solving and finding solutions to difficult areas (and FX definitely is an area that involves a lot of this!) as well as the limitations of 3D back in the day! I was OBSESSED with trying to make clouds, fire, explosions, moreso because these things you couldn't model, you couldn't create in any way, they were the type of thing you would rely on photos or stock footage for whenever they were needed in a shot. We would like to know how you got into the CG and what have pushed you into the visual special effects field? He has also released numerous FumeFX training material on DVDs and also held classes Fume FX Advanced for CG Society, FumeFX 101 for FXPHD, Advanced Digital Pyrotechnics at SIGGRAPH, Private classes for Ubisoft, Prime Focus, Industrial Light + Magic amongst dozens of others worldwide. During his career he’s been working on shows like Star Trek 2, God of War, Superman, Transformers 3, Looper, Flight, The Last Airbender, Priest, Daybreakers, Blade Trinity. Compare the features of each edition to select the one that meets your requirements.Allan McKay has been in the VFX industry for 18 years and awarded as an Autodesk Max Master by Autodesk, Emmy award winning and also worked on many Oscar winning movies.
#Fxphd max203 3ds max destruction techniques professional#
XSMPmax comes in several editions: Repo, Professional and Studio. Nowadays – written in C# / C++ and has hundreds of material presets, fast and convenient material manager, material lab for testing your materials. The history of the commercial plugin began in 2009 (C# and MaxScript).
#Fxphd max203 3ds max destruction techniques software#
The idea of the software dates back to 2006 – the first free material manager written with MaxScript (had only a few free material libraries). Therefore versions of the program are started over again from 1.0.0.
#Fxphd max203 3ds max destruction techniques pro#
The Siger Studio’s XSMP for 3ds Max is a continuation of well-known plugins family: V-Ray Material Presets Pro (VMPP), Corona Material Presets Pro (CMPP) and Material Repository Pro (MRP).īut at the same time it’s a completely new software created from scratch.
#Fxphd max203 3ds max destruction techniques update#
Title: SIGERSHADERS XS Material Presets Studio v2.3.0 for 3ds Max 2013 – 2021 Update Only SIGERSHADERS XS Material Presets Studio v2.3.0 for 3ds Max 2013 – 2021 Update Only
