One of the most complicated shader types in cg are the earth shaders. Although there are only a few 3d spheres with textured surfaces and one sunlight you have to choose unlimited opportunities to design a performant, realistic and detailed scene of the earth, the moon and the sun. There are many different techniques and material properties to design an earth surface model – realistic or abstract. I’ve created a photorealistic earth & moon shader for V-Ray Renderer based on the NASA Blue Marble Earth Maps. You can download this models here.
http://www.turbosquid.com/3d-models/planet-earth-photorealistic-3d-max/683041
This tutorial shows us a simple method to export 3d meshes from 3ds max to an own Javascript file format. We save a 3d-Mesh including textures and UV mapping from 3ds max using MaxScript and load them into a lightweight WebGL-Engine.
Continue reading “How to bring your 3d models from 3ds max to the browser” »
There’s a simple workaround to load BVH-Files directly from Brekel to 3ds Max without using MotionBuilder:
Continue reading “Biped Motion-Capturing for 3ds max with the Kinect (2)” »
In this tutorial I explain to convert capture motion data from the Microsoft Kinect motion controller to 3ds max Biped.
Continue reading “Biped Motion-Capturing for 3ds max with the Kinect (1)” »
Unfortunately there is no Spline-Operator for Particle Flow in 3ds Max and Path-Follow SpaceWarp don’t work with the Force-Operator in PFlow. So we need a particle flow script to control the position of each particle with splines. Here is my solution of this problem.
Continue reading “PFlow Script Operator: Particles follow Splines” »



