Autodesk 62205-051408-9001 User Guide - Page 880

About Combustion and 3ds Max Integration, Using Combustion to Create 3ds Max Materials

Page 880 highlights

B Combustion and 3ds Max Combustion and 3ds Max are tightly integrated so you can create high-impact materials in Combustion for use in 3ds Max, and render 3ds Although you cannot use Combustion to create material maps on a Macintosh, this chapter covers the integration of Combustion and 3ds Max. Consequently some sections may not apply to users running Combustion on a Macintosh. Max scenes to a special format for 3D compositing in Combustion. About Combustion and 3ds Max Integration Combustion and 3ds Max are integrated to provide you with compelling creative options for 3D modeling and compositing. This integration works in two directions: • Use Combustion to create materials for use in 3ds Max • Import 3ds Max target camera data that has been saved in an ASCII Scene Export (*.ase) file for use in Combustion • Render 3ds Max scenes to Autodesk RPF (richpixel format) for use in Combustion Note: Since 3ds Max only runs on Windows, you cannot use Combustion to create material maps on a Macintosh. You can however read and work with .rpf and .rla files on a Macintosh. You can import 3ds Max scenes that have been rendered to a rich pixel file (RPF or RLA file). The imported rich pixel rendering becomes an element of the 3D composite. You can adjust its 3D position relative to video elements of the composite. In addition to all the standard operators (such as Paint) and filters (such as Blur), you can apply special filters that work on specific items (such as objects and materials) within the rich pixel renderings. These filters are found in the 3D Post category in the Operators menu. Using Combustion to Create 3ds Max Materials Use Combustion to create materials for use in 3ds Max. Doing so gives you all the paint, compositing, and animation options of Combustion to create high-impact animated materials that you can then map to objects in your 3ds Max scene. Because of application integration, this process is interactive and dynamic: you can add a Combustion material map in 3ds Max, jump to Combustion to create it, and return to 3ds Max to view the result and fine-tune texture mapping position and coordinates. You can even use Combustion Paint tools directly in 3ds Max to paint directly on objects in the scene. When you are creating with animated (multi-frame) maps, sync Combustion and 3ds Max playback. Perform these procedures with both applications running concurrently: Combustion updates the Combustion material map in 3ds Max at each step. Learn more about creating Combustion maps beginning with Combustion Map Interface. Rendering 3ds Max Scenes for use in Combustion 3ds Max provides two render options specifically for use with Combustion: • Render scenes to RPF or RLA format • Render a scene's render elements RPF/RLA Format These formats store Z-depth information on pixelto-pixel basis so you can more effectively composite 864

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Combustion and 3ds Max
B
864
Combustion
and
3ds Max
are tightly integrated so
you can create high-impact materials in
Combustion
for use in
3ds Max
, and render
3ds
Max
scenes to a special format for 3D
compositing in
Combustion
.
About Combustion and 3ds Max
Integration
Combustion
and
3ds Max
are integrated to provide
you with compelling creative options for 3D
modeling and compositing. This integration works
in two directions:
Use
Combustion
to create materials for use in
3ds
Max
Import
3ds Max
target camera data that has been
saved in an ASCII Scene Export (*.ase) file for use
in
Combustion
Render
3ds Max
scenes to
Autodesk
RPF (rich-
pixel format) for use in
Combustion
Note:
Since
3ds Max
only runs on Windows, you
cannot use
Combustion
to create material maps on
a Macintosh. You can however read and work with
.rpf
and
.rla
files on a Macintosh.
You can import
3ds Max
scenes that have been
rendered to a rich pixel file (RPF or RLA file). The
imported rich pixel rendering becomes an element
of the 3D composite. You can adjust its 3D position
relative to video elements of the composite. In
addition to all the standard operators (such as Paint)
and filters (such as Blur), you can apply special filters
that work on specific items (such as objects and
materials) within the rich pixel renderings. These
filters are found in the 3D Post category in the
Operators menu.
Although you cannot use
Combustion
to create
material maps on a Macintosh, this chapter covers
the integration of
Combustion
and
3ds Max
.
Consequently some sections may not apply to users
running
Combustion
on a Macintosh.
Using Combustion to Create 3ds Max
Materials
Use
Combustion
to create materials for use in
3ds
Max
. Doing so gives you all the paint, compositing,
and animation options of
Combustion
to create
high-impact animated materials that you can then
map to objects in your
3ds Max
scene.
Because of application integration, this process is
interactive and dynamic: you can add a
Combustion
material map in
3ds Max
, jump to
Combustion
to
create it, and return to
3ds Max
to view the result and
fine-tune texture mapping position and coordinates.
You can even use
Combustion
Paint tools directly in
3ds Max
to paint directly on objects in the scene.
When you are creating with animated (multi-frame)
maps, sync
Combustion
and
3ds Max
playback.
Perform these procedures with both applications
running concurrently:
Combustion
updates the
Combustion
material map in
3ds Max
at each step.
Learn more about creating
Combustion
maps
beginning with
Combustion Map Interface
.
Rendering 3ds Max Scenes for use in
Combustion
3ds Max
provides two render options specifically for
use with
Combustion
:
Render scenes to
RPF
or
RLA format
Render a scene’s
render elements
RPF/RLA Format
These formats store Z-depth information on pixel-
to-pixel basis so you can more effectively composite