help with breakable glass tags

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roderick





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help with breakable glass tags

Post by roderick »

sorry for posting so many ? but i searched the forums and found nothing can someone tell me how to make breakable glass in halo ce do you make it in 3ds max as scenery or or make it in max with the level sonictag you probly know what i mean hopfully i leanr all this for halo 2 and all i do thanks for your time and help
Last edited by roderick on Fri Jan 14, 2005 12:06 pm, edited 1 time in total.
Pie





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Post by Pie »

sounds like sonictag should learn how to do this and then make a tutorial, since he is so good at them lol
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roderick





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Post by roderick »

hell yeah he is! im looking for the cyro glass i guess you need to make a shader_transparent not a shader_envierment or whatever
roderick





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Post by roderick »

ok i found out how to make glass i will make a video tutorial on how to do it but now i have anotehr ? how do i make lights shine like i have lights but they dont light up the room its still dark like in sapien do i use a mp flag or netgame flag? or do i do it in max thanks
Asassin





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Post by Asassin »

How to make a random shape glassy:

This tutorial is for 3d studio max version 6 ONLY. It will guide you on how to create a good caustic effect using the mental ray 3.2 renderer in-built to 3d studio max 6 and hopefully explain a little about the effects of each settings. A little knowledge of the program interface is helpful however this tutorial can be tackled by a complete beginner.

1) Start a new 3dsmax file. Firstly press f10 to go to the render dialogue box (alternatively you can click rendering>render on the program tool bar. In the common tab, inside the render dialogue scroll to the bottom and enlarge the "assign renderer" rollout. Click the box containing 3 dots "..." on the slot for "production" and change this from "default scanline" to "mental ray". You can now close the render dialogue. NB: you may wish to "save as defaults" for this setting as mental ray is a much faster and more powerful renderer than scanline making scanline almost obselete.

2) If not already selected, click the create tab on the right hand side of the max interface (its symbol is a cursor pointing to a star). Under "standard primatives" click plane, underneath are a set of options for the plane, expand the "keyboard entry" rollout and use the following values, X=0 , Y=0 , Z=0 [these are the positioning co-ordinates for the plane, in this case set to the centre of the max viewports] Length = 200 Width = 200 [These are the dimensions of the plane being created]. Then click the "create" button. There should now be a square plane visible in all 4 viewports.

3) Open up the materials editor by pressing m, within the "blinn basic parameters" rollout there is a colour box next to the word diffuse, click this box and change the tone of grey to a slighty lighter shade (or any other colour of your choice). Then click the "assign material to selection" button [this button is just below the spheres and looks like a sphere with an arrow pointing to a box].

4) We will now create an object which is going to create the caustics in the scene, a torus knot is always a good choice. Select the top viewport by clicking inside it. Then goto the create panel again, click the combo box which currently says "standard primatives" in it and change this to "extended primatives". Choose torus knot and once more extend the keyboard entry rollout. Use the following settings X=0 , Y=0 , Z=28.5 , major radius = 20 , minor radius = 8 and click the "create" button.

5) There should now be a torus knot sat on the plane, it may need a little tweaking to get it set exactly on the plane, simply use the move tool along the 5 axis to do this. You may wish to increse the number of sides to the torus knot to give it a smoother appearance in rendering, you can do this simply by going to the modify panel and increasing the number of segments and sides. I use 200 segments and 24 sides. IMPORTANT: Ensure the torus knot is selected, right-click inside one of the viewports and goto properties. In the mental ray tab check the box next to generate caustics.

6) The torus knot now needs a refractive material, open up the material editor again and choose an empty slot (sphere). On the right hand side of the material editor there is a box saying "standard" in it, this is the type of material being used, in this case we want a refractive material and so the best choice to use is raytrace. Click the box and change the material from standard to "raytrace". We now have a more complex looking set of material options. Change the colour in the diffuse slot to a colour of your choice, im using a rustic orange colour, then also change the transparency colour to the same shade. [my settings Red=205, Green=140, Blue=0 ]. Change the specular level to 300, and the glossiness to 60, apply this material to the torus knot.

7) Now the scene needs lighting, since without it caustics would not be possible. Goto the creat tab again, and this time click the lights button, choose "mr area omni" and create it abve the centre of the torus. Now goto the modify panel, in the light options rollout the combo box that says "omni" in it and change this to "directional", ensure that the light is casting shadows by checking the box and choose raytrace shadows. Rotate the light so that the beam falls on to the torus knot, then increase the hotspot/falloff values under "directional parameters" to hotspot=60 , falloff=80. Now scroll down to "mental ray inderect illumination" rollout and expand it. Uncheck "use global settings" and check the "on" box which has now become active. Set the energy to 50,000 decay to 2. And set the number of caustic photons to 150,000.

8) We're now ready to render the scene. Ensure the perspective viewport is selected and open up the render dialogue box again, click the "indirect illumination" tab, check the enable box under caustics. Change the filter from box to cone and click the render button at the bottom. Hey presto some groovy looking caustics:
Sonictag




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Post by Sonictag »

Lol, nice tutorial, you may one day be as good as me at it. lol. Anyway, roderick wanted to find out how to make glass in halo CE.

Anyway, I like the fact you using caustics, not many people know how to make them, you diddnt mention about exposure control though! lol. Its a good tutorial, pictures woulda made it pwnz0rz. Maybe I put it on my site ;).
theguy2042000





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can you

Post by theguy2042000 »

can you make reflective or see through materials or whatever in gmax if yes how
Asassin





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Post by Asassin »

Alright then, the finsihed product =
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Fussy people.
{ST} 117





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Post by {ST} 117 »

oowwwwhhh a pretzel type thing

cool
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roderick





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Post by roderick »

hey when i do ur tutorial and i export into a jms it closes 3ds max and then say would you like to save to blah\autobac_sim and i was wondering whats the deal it only does this to me when i have the wrong texture name so what should i do thanks
Pie





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Post by Pie »

i hate seeing people do good renders when i have no chance of learning how :cry:

looks neato
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red2kic




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Post by red2kic »

Ohhh! Shiny Object! :shock: Must... Take.... Grip... Of... Myself! Ahh.... Whew... Noo.... SHINY! PRETTY! :twisted: :o

Pie, I thought you model? This counts as part of modelling
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Asassin





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Post by Asassin »

Well, roderick, I only saved mine as a 3ds file, so sorry...
roderick





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Post by roderick »

ok i can make glass easy now i make glass tags but how do i make it breakable class im trying to make a pit so u shoot it and it brakes and you fall down and die
Pie





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Post by Pie »

well yea, i can model fairly well, but i still cant render for crap lol
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Thank You, SHOUTrvb, For This Fantastic Signature :mrgreen:
red2kic




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Post by red2kic »

Lol. Good time for you to learn. And basically only thing you do is modelling? What 'bout skinning? Mapping? I want to learn how to map soon... And I will! I have nothing to offer to halomods at this moment. :(
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