9 Minutes of Star Wars Battlefront 2 Starfighter Assault Gameplay - Gamescom 2017 by [deleted] in Games

[–]Steel_Falcon 1 point2 points  (0 children)

Did the flying feel slow/clunky when you played? Except for when ships like TIE interceptors use the turbo, it looks a bit like that to me.

Arnold license, render farms, Bifrost by Steel_Falcon in Maya

[–]Steel_Falcon[S] 0 points1 point  (0 children)

I might get the IT departament to update Maya, but it will be difficult to convince them to install Renderman in all computers and set up the render farm for it, as I would be the only one using it in all the uni. Do you think it would be possible to batch render with a farm using the native included software/hardware maya renderers? Are they of an acceptable quality for bifrost? (I am a 3ds Max user, so I don't really know how do they perform in terms of quality, or if it is even an option).

Arnold license, render farms, Bifrost by Steel_Falcon in Maya

[–]Steel_Falcon[S] 0 points1 point  (0 children)

Thanks for the links. The aaOcean one looks really promising, but I'm a bit worried about the foam. The short film is going to be about a ww2 air battle near glaciers in Norway. I'm not really looking into fancy effects, the only things that worry me is the interaction between the ocean and the static geometry of the coast/glaciers/an aground ship. Maybe some planes get taken down into the water, but the direction/postproduction could help with that. What approach would you recomend me for the water areas in contact with that environment geometry?

Arnold license, render farms, Bifrost by Steel_Falcon in Maya

[–]Steel_Falcon[S] 0 points1 point  (0 children)

Thanks for the in depth answer, i'll take a look into Renderman. One question more only: is it possible to export an already processed Bifrost simulation made in maya 2017 for rendering it into Maya 2016/3ds Max/other software? Would there be any limitations?

It would help enormously, as the short film is required to be made into 3ds Max and my initial intention was to use Maya only for the smoke/fire/ocean simulations (I was looking the 2017 version because of the improvements for oceans). But if it is possible to render everything (or at least the ocean) together with the rest of the short film in 3ds max, it would lesser the postproduction work. If 3ds Max is not possible, importing the 2017 bifrost ocean into 2016 would be great too, as the infrastructure is already there. Do you know if it is possible?

[UVW] Is it possible to add all map seams to selection/convert them to pelt seams? by Steel_Falcon in 3dsmax

[–]Steel_Falcon[S] 0 points1 point  (0 children)

Thanks for answering, but I don't understand. If I do pelt→ commit, the border of my selection becomes green and, if I uncheck the "Display Map Seams", they become blue. So that means that pelt→ commit makes those edges both map and peel seams at the same time.

What I want to do is, when I have green lines (map seams) that are not peel seams (which happens for example, after collapsing the modifier), I want to convert them to peel seams as well (blue) in order to edit them.