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One of the AfterBurn's many unique features is the ability to assign glows, and even depth-of-field to different parts of the volumetric effect. This is possible since AfterBurn lets the user create their own channels for Z-Buffer, ID-Channel Buffer, and Age Buffer. These channels can be transferred to 3ds max standard buffers through FusionWorks for use of other (non-AfterBurn) Rendering Effects. AfterBurn even has its own Glow filter, which is capable of glowing AfterBurn volumetric output - with glow color, strength and size varying with the age of the volumetric particle.
With AfterBurn's intuitive user interface and three preview windows, exacting complex effects can be created quickly. Like 3ds max, nearly every parameter is animatable. As an aid to animating parameters based on particle age, AfterBurn features optional spline-based graphic control (AFC) of almost each parameter.
- AfterBurn 4.0 delivers rendering speed improvements, workflow enhancements and modularity/extensibility.
- AfterBurn 4.0 is a $135 upgrade for existing AfterBurn 3.2 users.
- Users that have purchased AfterBurn 3.2 after October 1st 2007 are entitled for a free upgrade.
- Here is a short list of what’s new in AfterBurn 4.0:
- New AfterBurn Shadow Map brings a great speed improvement without significant shadow quality loss. Speed improvement over Raytraced Shadows in AfterBurn 3.2 can be more than a factor of five for dynamic scenes and even up to factor of ten for static cloud animations.
- Geometry Clipping option enables that particles that are contained inside geometry do not render outside of it.
- Completely reworked built in noise types are now in form of a plug-ins for AfterBurn that can also be developed by 3rd parties. New 3D Texture Map allows users to use 3ds max 3D Map as a noise generator inside AfterBurn.
- AfterBurn Daemons user interface is displayed directly inside AfterBurn UI.
- New Cebas’ ThinkingParticles controller that allows using TP’s channels to replace AfterBurn values.
- New max script functionality.
- With seven different built-in noise types (Fractal, Turbulent, Fbm Fractal, Fbm Turbulent , Rock, Smoke, Spots) and ability to use 3ds max 3D Maps as a noise source, plus parameters that allow for total control of noise shape, an infinite variety of noise shapes can be created.
- AfterBurn facilitates easy tweaking of noise effects, essential for realistic noise motion. With only two mouse clicks, noise becomes more or less resistant to motion, and the animator can easily get the noise to look 'just as it should'. Noise phase can also be animated over particle age. The influence of these 'drag' forces is specially suited for explosions, and heavy smoke motion.
- AfterBurn noise types are extendible by a 3rd party developers as they’re in a form of a 3ds max plug-in. Such extensibility might be an important feature in extensive production environment.
- AfterBurn comes with a highly optimized volumetric AfterBurn Shadow Map plugin that allows fast shadows rendering. In comparison with earlier versions of AfterBurn, rendering times can be even tenfold faster, while keeping the same quality.
- AfterBurn Shadow Map has user defined size and quality that can be used to change quality/speed ratio as well as memory consumption.
- AfterBurn Daemons are helper objects that affect AfterBurn and AfterBurn Combustion in different ways. (Think of them as “Space Warps for volumetrics.”) These daemons affect the volumetric effects by altering the noise and shape of the puffs.
- For example, the Wind Daemon can affect the puffs and make them appear as if they are moving in a particular direction.
- With Swirl Daemon user can create a vortex-like effect. It has animated strength and falloff allowing user to fine tune amount of swirling, or to fade it based on the Swirl Daemon object position.
- Explode Daemon is used to create realistic explosion-like shading of the volume. User can easily adjust radial color gradation, ranging from center of the particle to the edge. Several blending modes allow user to choose how colors from AfterBurn and from Daemon will be mixed.
- Interpolation Controller is one of many original AfterBurn features that allow better flexibility when it comes to procedural animation control.
- Each AFC and Gradient has an Interpolation Controller (IC) attached and allows user to choose how interpolation between parameters will be performed.
- AfterBurn includes several Interpolation Controllers: Particle Age, Particle Velocity, Emitter Distance, Object Distance, Expression and ThinkingParticles data channel.
- In 3D Studio MAX, each particle is represented depending upon it's own age/life. Since Track View is not suited for representing animation over particle age, a new form of animation control was necessary. AfterBurn's Animation Flow Curves (AFCs) represents the change of parameters over particle age. With such flexible animation graph control, the animator is completely unfettered when it comes to re-creating real or imaginary scenery. AFC supports different key types including Corner, Smooth and Bezier. AFC also supports various Interpolation Controllers such as 'Particle Age', 'Paticle Velocity', 'Object Distance', 'Expression' and more.
- Color change over particle age is animated via gradients (linear and TCB types). In AfterBurn each key color and position can be animated over the particle age, and time. Similar to AFC, gradients also support various Interpolation Controllers.
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