Some of my tests (or works that got bombed) done in free time are listed here.

Test-11 | rocks | 2011

geometry respond to sound @ poly sub-level test, music: www.freesound.org

Test-10 | recluse | 2011

music: sorrow.

Test-09 | liqolor | 2011

shot in 60D, with maciek Zeliniski.

Event | sponsor logo-tags | 2011


logotags for Interactive Day Event 2011, by prideandglory.

Test -08 | Timelapse test02 | 2010

2nd attempt on timelapse.

Test -07 | Music + TC Form | 2010

an attempt with particles reacting to music.

Test -06 | Typo by TC Form | 2010

an attempt with TC Form and typo.

Test -05 | Time Lapse | 2010

timelapse test!

Test -04 | cam proj- AE | 2009

three stills & an ink stock footage, AE puppet, cam projection and some particles in AE.

Test -03 | ocean- AE | 2009

a test in AE for an ocean.

Test -02 | particles n music- AE | 2009

a test in AE for music vis-a-vis particles.  | music: a excerpt from ar rahman’s swades

Test -01 | AO pass in max as render element | 2009

Rendering an AO pass in 3dsmax through render elements via mentalray: note:

  • we will be using the mentalray renderer in 3DSmax.
  • i believe Case1 will apply to just anyother rendering flow in max, however for Case2 we need mentalray as we are using Arch & Design materials, which are specific to mentalray
  • mouseover images to see the arrows directing drag and drops and any other info on the image

as far as i have found out there are two ways to do it.
CASE 1: When using a material overide as AO pass.
Here we use a seperate mental ray material and create a material override… first we need to create a mentalray material…

and pull in an AO map from the map list into the surface slot of the mental ray material.

step 1  setup the AO material…(manipulate parameters that suits your requirement)  step 2 would be to open your render setup window and go to the processing tab step 3 click the checkbox on enable parameter in the material override section, as you do so the material slot will become active with none written on it. step 4 drag hold of the AO material from the grid and drop it on the none slot. now you can toggle on and off for the AO render via the checkbox enable (will render the AO material, or any other you have put in there) and disable (will render your original materials assigned to your objects) feature. Now we  can render single frames and check and tweak our AO material. So far good for single renders… and you can also render out a sequence ( downside you have to render it twice your other passes and the AO pass… we want to render both our beauty(and anyother) pass along with the AO. it described in the following lines. Next step is to set up our render element in the render element tab. this time the “mr A&D Raw: Ambient Occlusion” element wont work. we will have to use the shader element from the render element list.

once you have done that, the next step is to drag your AO material from the texture slot from your AO material and drop it to shader slot of the shader element in the render elements window. points to check before you are ready to render:

1. Make sure its enabled (the checkbox is cheked).
2. Assigned your custom name.
3. Assigned it a path for saving the sequence. (make sure you pick the embedded alpha while saving, unless you need otherwise)

now you just need to set up your other passes (whatever you need) and save their respective paths…

CASE 2: When using Arch & Design material’s inbuilt AO. (this option is under the special effects tab of the arch design material)

In this case, we have the AO in the A&D material’s special effects tab. andwe can controll the different parameters through this.as far as the render element is concerned. we have the option of using the “mr A&D Raw: Ambient Occlusion” from the render element add menu, this will automatically calculate the AO pass and split it as a seperate layer via the render element. The controlls for this pass is what we have in the A&D material’s AO tab. (however we have to note that here the beauty pass will render with the AO, what i mean to say is you can not seperate the AO effect from the beauty pass. So  we will have to get other passes… like diffuse, shadow, reflections etc… to work with the AO in the composition.)

The pros of using AO is that it reacts to light and (you also have the option to make the AO react on the basis of other objects’ lights surrounding it)! following first 2 images are examples of two different light directions (the yellow arrows indicate light direction), and the third is with the “use color from other material (Exact AO)” The cons the render time increases significantly! Once you have assigned the pass you need to make sure of the following points before rendering. 1. Make sure its enabled (the checkbox is cheked). 2. Assigned your custom name (for your pass). 3. Assigned it a path for saving the sequence. (make sure you pick the embedded alpha while saving, unless you need otherwise) and hit render. your occ pass will now render as any other pass! …hope this will help save  some time from rendering the occ pass seperately. have fun! :)

you are @ manojit.in, thanks for your visit! :)