I have (finally) got a small CAT animation to work, however the movements don't render. I have watched numerous tutorials but can't find one that deals with the rendering, just the movements.
the vital step that I am obviously missing, or point me to some tutes that cover this.
When I set up the Image based lighting in Mental Ray, and key the dome that is created to rotate in a animation, it is clearly rotating in the viewport, and when I render individual frames, it works, but when I batch render (confirming that the render range is set correctly) it renders each frame with the dome in the same position.
I've been working on an animation for a week or two and all of the sudden the file no longer plays the animation. The keyframes are there and I can scrub through them, but when I hit play it just hangs on the frame it's already on, it says it's playing (The icon changes to stop and in the corner it says "Hit ESC to stop playing", but nothing moves. I can bring it into older versions of Maya and it plays, but the only other version of Maya I have is 2008 and it doesn't like the transfer from 2011 to 2008.
I have been having this issue for a few days now, I set up my scene, uses mr sun and sky, told 3ds to render using mental ray and set in going as avi video. I look at the final render after and 3ds says it rendered in 720p but when I look at it the video is in 480p and in very bad quality.
I have sceene with about 100 objects with about 100 hairs assigned to each of them (using max fur/hair), mr renderer. After rendering the same frame 4 times, max crashes.
I do the same thing again; this time with task manager on, and I see that the memory consumption increases with each new render.
so after 1st frame-4 gb memory usage 2nd frame-8 gb 3rd frame-12 gb 4th frame-crash (no more memory).
I concluded that the max is not purging the memory after end of each frame.
to be sure I tried a few tweeks to make the correct diagnossis. 1st -override all materials to pure white 2nd -turn off all illumination/GI in scene 3rd -geometry caching on/off and it still happens.
Once I disable the hair/fur the render is done instantly without any memory inflation; however, the memory use still stays on the same level as before I disabled hair.
As for the fur/hair settings, they are default. and I did try setting the "voxel resolution" to 1, tried changing the sampling to draft, and tile memory ussage(70,180, 500)., but how this affects anything, or what's the correct way to determine the ideal value.
Also, I encourage the "buffer" hair type over mr, and geometry, since buffer hairs look a lot "fluffier" and smoother than the other types.
I had some trouble with my hard drive and needed to restore about 35000 photos. Sorting through them I imported all the recovered files into a new "Recovered" catalog. That works fine.
When I tried to import this catalog into my previous catalog it imports the photos fine but doesn't render any previews. Not in small batches, nothing. The progress bar just stays put at 1 of .... If I take the photo to the Develop module it will load and render a preview after a few seconds. But this can only be done one at a time and is very laggy.
I've had similar issue with this catalog before: no previews rendered on import. Except now it's a giant batch and it can't be processed manually.I'm on Lightroom 4.0
I am working on a motion graphic, it contains a background a camrea and a couple 3d layers, when a I render it it a 2 of the 3d layers shake randomly. This does not happen in the preview. Using CS4
I've been having trouble lately using Warp Stabilizer in Premiere CC 7.1. I had used the effect many times successfully, then it suddenly stopped working. It analyzes the clips without problem, however it seems to get stuck on the "Stabilizing" phase. It just sits there. As I try to playback the clip in the timeline, it simply shows up as black video in the viewer. The space above the clip on the time line is yellow. I've done a full uninstall and no luck. I don't have any other problems in Premiere Pro CC 7.1 right now.
I have a simplistic model (4 parts, 10 or so screws) that I am trying to render an animation through using Studio with the lowest possible output settings, my concern is that the render time is extraordinary long even for the most basic of assembly, why is this ? I have also tried the animate when in an IPN file which does improve render time but the quality is not very good.
I will now try using keyframe animation in Showcase to see if I can get an animation with good quality completed within the hour !
I am rendering an interior animation of a church for a client and after rendering a few frames with backburner on my offices network, I noticed that a lot of the frames have black faces that appear on the walls, then disappear in other frames. In particular the central column in the first attached image, the second image is how it should look. I've created both photon maps for GI and Final gather maps for most of the animation.
I'm running 3DS Max Design 2011 on a Dell Precision T5500 Intel Xeon CPU E5520 @2.27 GHz 2.26 GHz, 12 G Ram
I am creating animations with rendered image sequences with StudioMax. I'm looking for a way to overlay a PNG with translucent background onto my render frames as sort of a logo border/window.
[URL] Specifically at the :18-:19 second mark, where the model is rotating but the logo image is static. The above animation was created in Blender and I've been told they add that as a 'background' image when they render.
Again, I render out individual images and use RAM Player to create an .avi that I then import into Movie Maker or similar application to add title screens, etc. None of the applications I have available to me or are affordable appear to allow me to do Video Layers which would also allow me to accomplish this.
I have an animation of a wine glass breaking. I simulated it using mass FX and particle flow. I will import it to After Effects, add finishing touches and render out a super slow mo clip like you would see on Discovery HD or Time Warp. In essence, I want it to look like it was shot on a high speed camera.
I tried a test render out of max at 960 fps and importing into AE at 25fps but the results aren't quite white I want.
My question is, what frame rate do I render the animation out inside 3ds max and what frame rate do I import/interpret it in After Effects?
When I save a render as PNG and then open it in Photoshop, it doesn't have the alpha channel, just R,G & B channels. The PNG Configuration Setup when saving the image has of course Alpha channel box checked, but is not available when I open the file in Photoshop.
I'm animating a scene with a lot of trees in the background. I'm using forest pack with proxies of xfrog trees. The scene needs to look as realistic as possible but unfortunately, even though they are proxies, the trees are killing my render time.
Any good way that I might be able enhance render time but keep the quality? Maybe another solution to placing trees without using forest pack/proxies?
I've just started to use AE again (CC version) and I'm trying to make a simple 3D text animation and it seems like it's taking an excessively long time to render. I have a 4 year old MacBook Pro (2.53 GHz Intel Core 2 Duo, 4 GB, NVIDIA GeForce 9400M 256 MB) and it's taking several hours to render and export a 5-second clip through Media Encoder. The animation is just text on a black background. I'm using the ME YouTube 480P preset. The original file is 1920x1080 because I am going to have to chroma key it over some existing 1080p video. I did a little 3D work years ago and this seems like an awfully long time for such a short, simple animation. Is there some simple, common mistake I'm probably making? Should I scale the comp down to 480p?
Planning on moving to 2013 from 2009, but I want 2009 working during the migrations period...
How to get 3DS MAX 2009 working with backburner 2013.
The Backburner manager dosn't seem to load any 2009 render plugins, I've upgraded the current node with the latest Service pack/hot fix for 2009, which adressed the an compability issue with backburner 2012. Isn't BB 2012 also using the new "render adapters"?
Tried everything... reinstalls, regedit checks, AppData cleans and so on...
Took a "while" just to get BB 2013 running at all, until I found a way to disable IPv6 via the helper service.
I created a flat polygon shape (object) and attached it to a motion path (curve). I then created a Animation Snapshot. So, my question is, why are the shapes bunched up at the beginning and end of the Animation Snapshot render ... instead of being all equally spaced?
Have a fairly simple banner ad created in Mac OS. Previews fine locally. Previews fine in Safari on Mac as standalone file and dropped in to iframe on Wordpress page (just like a Nivo slider on same page. Also previews in Safari using IE user agent string. When viewed in any browser on Windows OS, no animation display; either as standalone or loaded into iframe. Possibly something simple: a CSS visbility? URL....
I have created an assembly then the positional representations . When I want to animate them according to the process , the assembly Positional representation does not animate.
i just made an animation. basicly it works like an flip book. i have 30picture laying on top of each other and turn them on after each other( it´s in a symbol).
my problem is that it run not smoth enougt. it seems like it´s too much datasize for edge. sometimes it just stops an one picture for a moment and it seems like the stage has to load the other pictures before continuing.
is there a code to preload the animation? or is there anyway to get it smooth?
I keep getting a dialogue box that says "Revit was unable to render the view due to an unknown error during render calculations. The rendering operation will be canceled." The only option is to click "close" and when i do so, it continues to render but only the sky and grass. My buildings are not present.
The same scene, same settings, produce 2 very different outputs in max 2011 and 2012, render to texture for normals is currently useless in max 2012.
The blue one is a correct tangent normal map created from a sphere in max 2011, the colored one is the the one created inside max 2012 from the same objects and settings, and the last is another sample of normals generated in max 2012.
I have created a 3d model of a football stadium, but when I try to render it, it comes up with this message and it cannot render the scene. I've tried everything I can to fix it, but nothing has worked.
Each time I want to have batch render with 4 camera views. I thought it would provide me with elements along with it. But it just brings me only one file as I set .png.
I know it works with State Set by changing camera view. But Batch render should work too.
I can´t believe it. Save 50% Rendertime. Fix the Render Elements Bug with Render Optimizer V3! deactivate "contrast all Buffers" with RO V3, and you have the same speed as Vray Renderelements.2014 can comming! URL....
Okey, so I want to render a normal map directly from render production. Pretty much like the Viewport Filter "Normal map" in Mudbox. Can this be done? And I also want to make clear that I do not want to use "render to texture". I dont want to do any projection against an other mesh, I want to do it directly to the camera.
Yesterday Ae was working perfectly. Today, Ae will not render compositions in the render queue or in AME? If I try to render from Ae,I get this error message:
and I can fin nothing about this error anywhere on line.