Combustion and Using .rla/.rpf files: A Reference Guide
Hello:
I always get 3dMax animators asking me : "What should I know before using *.rla/ *.rpf files in combustion?"
I was sifting through Discreet support site, and found this helpful document that answers that question. Here is the direct link: http://www.discreet.com/support/combustion...tion&id=352
Regards from Denmark,
Jack
Combustion: Integration with 3ds max - a combustion and *.rla/ *.rpf files reference guide.
Discreet combustion supports RLA/RPF 3D information from *.rla/ *.rpf files rendered from 3D Studio MAX only.
There are compatibility issues between RPF files generated in 3ds max 4 and combustion v1.0. 3ds max 4 RPF files are supported in combustion v1.01 and above. Be sure that you have downloaded and installed the latest update for combustion from the support download page.
In 3ds Max version 4, be aware that the g-buffers will not be recognized in combustion when certain channels are rendered as rpf files from Render Elements in the Render dialogue in 3ds Max v4.0. If an rpf file is rendered with all of the proper attributes enabled, you should see your g-buffers in combustion, the design limitation only applies in the Render Elements module.
UV mapping of objects rendered out in RPF file format is supported in combustion but tiling parameters are not. If you adjust tiling to higher than 1x1 you will notice that the texture will appear stretched and distorted in combustion v1.01. This issue will be addressed in a future upgrade.
If you have 3D Depth and 3D Shading enabled for an RPF sequence layer, which you should have in order to take advantage of the RPF file capabilities; be sure that any light objects in your scene are placed farther away from the layers in the Z axis than usual.
When 3D Depth is enabled for an RPF sequence layer, rotation transformations can only take place in the Z axis. Layers rotated in the X or Y axis would interfere with the mapping of the z-buffer to the z-space in the composite.
Before rendering a *.rla/ *.rpf file from 3D Studio MAX:
If you wish to create *.rla/ *.rpf files in which objects, materials and the Z-depth are recognized in combustion, you should assign a different Material and Object ID to each of your materials and objects in 3D Studio MAX.
Material ID: You can do this by assigning a unique number to each material with the Material Effects Channel in the Material Editor.
Object ID: You should assign a unique object ID number to each object in your scene in 3D Studio MAX. This is easily done by selecting an object and right clicking. Choose Properties in the menu. In the G-Buffer section; select a unique Object Channel ID number. Do this for every entity in your scene.
Before rendering: When rendering your RLA/RPF file (Render Output | Save File) or sequence be sure to enable the Optional Channels (3D Studio Max Channels), specifically the Z, Material Effects, Object, Normal and Coverage. Be aware that the files will be very large in size due to the additional RLA/RPF information added on separate channels.
Tip: use the combo box in the 3D Studio MAX Virtual Frame Buffer to query information about the RLA/RPF channels.
If you have properly followed all of the above you should be able to render .rla/.rpf files in which objects, material and the Z-depth are recognized in combustion. You should now be able to apply 3D effects and adjust the G-Buffer between objects.