[Closed] Bobo's Anti-Xref System?
For those who don’t follow Bobo’s blog check this link
http://lotsofparticles.blogspot.com/2010/01/krakatoa-year-in-retrospection.html
I’m really interested in the system they developed for rendering without the need for xRefs. Bobo I know you can’t totally dulverge us in what you guys get up to over the pond, but would love to know a bit more about this? Sounds like a fantastic approach to working independantly on a big project.
Is your whole system running on Maxscript, is there any python or anything envovled? How do you collect all the assets into one scene? MergeMaxFile()? If so how do you move objects to their appropriate locations etc… I’ve been thinking about building something similar for a while and been doing some tests and just found MergeMaxFile too slow for big scenes.
It is not “Bobo’s System”, it is Prime Focus’ system. It was a team effort as usual.
You can get a glimpse at the system in http://areadownloads.autodesk.com/oc/ibc09/sig09_d1_frantic01.fl v” rel=”nofollow noopener”>this presentation .
I cannot answer specific questions about the implementation outside of what was said in the video.
Regarding big scenes, each artist would only get a scene built to match his task. So an animator would not see the final mesh but just a proxy etc. Thus, the building time wasn’t that bad, and the final rendering job could be sent to a network machine for final assembly and then it would spawn render jobs for all the passes, so time would be less important. (if a render takes an hour, you don’t care if it takes 5 minutes to assemble the final version).
Btw, part 2 of the presentation is http://areadownloads.autodesk.com/oc/ibc09/sig09_d2_frantic01.fl v” rel=”nofollow noopener”>here.
very good presentation, that seam to be a very powerful tool 😮
…what does the “Don’t push me button” do at 7:40, that’s very scary …
I don’t remember see it pressed anywhere in the video?
Ho and krakatoa look amassing off course :bowdown:, any use of c# in krakatoa ?
Good Work,
Martin
When you press that forbidden button, it asks for a Super Secret Password only TDs know and lets TDs access things mere mortals may not see. I did not write that though, it was Laszlo’s work (together with the Reference Tagging portion of the pipeline that keeps track of inter-scene-dependencies). I wrote the Pipedash portion seen in the video that manages the assemblies and performs the actual scene building, as well as some render pass management not shown in the video.
Krakatoa is a hybrid of a C++ plugin renderer (and some objects) and MAXScript GUI and tools. No C# anywhere.
When you press that forbidden button, it asks for a Super Secret Password only TDs know and lets TDs access things mere mortals may not see.
LOL … I through the interface was going to explode or somethings
you can check mine if you want , to activate enter : Branchy.sp_LeafStart.value = -1 after the script is started then press the No button
it may fail sometime , so just retry … I hope it wont crash or something …let me know here : http://www.scriptspot.com/3ds-max/scripts/branchy
anyway , have a nice day all
Martin
Very cool presentation.
Bobo: is there any more information on how they set up the D.C. shots?
In the second video they mention how little was modeled and that it was mostly image based. Any further word available on how it was assembled?
Here is an interview with Ken Nakada:
http://features.cgsociety.org/story_custom.php?story_id=5249
Don’t think there is more available on the topic…