Mortal Kombat HD Remix with MUGEN

I tried getting that hard shadow and wasn't able to, the character becomes way too bright. I'm not sure how to get that shadow looking so sharp.
 
In vray you can add a vray light wich you can attach an hdri to to simulate ambient light and change the type of the light frome plane to dome, that will make all the tones more natural and later add a target spot light with an amount that just overwrite the vray light a little and finally you can play with the settings of the vray light seted to dome and the target spot light to match the sprites, the good thing about doing it this way is that the target light will give that hard shadows seen in the original sprites and also will let you change the intensity of the shadows so if you want pure black shadows you can have them and the vray light seted to dome won't let the model to be over bright..

Hope this helps
 
I'll have a new render up by midnight I think, It's been rendering for 18 hours now. Gonna have to render yet again, if that spot light works like you say arq.

I'm just playing MK2 while it renders, can't do much else on the PC. It's annoying with the fight stick disconnecting every few minutes. I got that big kollector stick that came with MK9, and the USB port is loose on it. Don't know why, I treat the stick like a baby...
 
I was wondering... you can't set up some sort of distributed rendering farm or something, can you?

I have an 8-core 4.2 GHz machine with a GeForce 770 and 8 GB RAM.
If there was any way I could lend you some rendering time I'd do it no problem.
I usually leave my PC turned on downloading stuff anyway.
 
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I was wondering... you can't set up some sort of distributed rendering farm or something, can you?

I have an 8-core 4.2 GHz machine with a GeForce 770 and 8 GB RAM.
If there was any way I could lend you some rendering time I'd do it no problem.
I usually leave my PC turned on downloading stuff anyway.

This is an awesome idea. If I had a desktop machine I'd offer to do the same.
 
Yep, I figured a VPN would be necessary.
Hamachi is probably the easiest way to go.

What I don't have a clue about is how the actual distributed rendering is set up.

I'm expecting some info from Bleed and we'd hopefully be able to try this out some time soon.

EDIT: I just found this and this. Hopefully someone who actually knows MAX can make some sense out of it.
 
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Yep, I figured a VPN would be necessary.
Hamachi is probably the easiest way to go.

What I don't have a clue about is how the actual distributed rendering is set up.

I'm expecting some info from Bleed and we'd hopefully be able to try this out some time soon.

EDIT: I just found this and this. Hopefully someone who actually knows MAX can make some sense out of it.

So I've setup network rendering before and it works very well. The annoyance comes in needing to install all the proper software on each client machine. Also if Bleed uses Vray then if I recall correctly, VRAY doesn't use Backburner which is provided free with 3ds Max. I think it uses its own render node system but I could be wrong.

Basically Bleed needs to get you all the plugins/and applications he uses installed on your computer. You'll need to establish that you guys can get a working VPN connection. Then Bleed needs to setup the render server and setup your machine as client. Once you are VPN'd together Bleeds Render Manager (either Backburner or whatever Vray uses) should automatically detect the client running on your machine as if it were local to his network. Then it is simply a matter of which machine will store the completed frames as they render.

There are a couple of ways to do the network rendering. One way is that Bleed's machine renders even frames while Ukers machine renders odd frames. Another way is that uKER's machine renders a certain number of buckets or pixel clusters on the screen while Bleeds runs the remaining. This method combines the processing power on one frame at a time but significantly reduces the per frame render time by employing multiple render buckets from each machine.

EDIT: Here is a link for how to do it with Mental Ray

http://www.augi.com/library/distributed-bucket-rendering-with-3ds-max-design-2013
 
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Rendering one frame each I guess wouldn't be very efficient if both machines don't have a similar processing power.
Can't you set up a frame queue from which both machines consume to render them or something?

BTW, I sent a message to Bleed asking him to provide me with the software he uses.
If he replies to it today, I can download it over the night and perhaps get to testing tomorrow.
 
I have no clue how to setup a VPN but it sounds like you know a bit about that. This would be so awesome if we can figure out how to get it working over WAN.
 
In case someone needs this bit of info. I've been looking at max script lately and was able to find a neat little trick to speed up my viewport.

The idea is to turn off all the modifiers I don't need, which increases the viewport speed.

When I need to render, turn all the modifiers back on, turbo smooth, morpher, etc.

Before I was doing this by hand, clicking them on and off one by one.


Now I'm using a script and made it in to a button, so it's a one click process.



In the max script listener, in the pink window, you basically type a list of all the models you want to work with, and set their modifiers on or off.

Once the list is ready, you highlight all that text and drag it to your tool bar and it becomes a button. You can right click on it and change the name to Proxy Model, or Render Model.




Here's what the code looks like to make the model change to proxy mode.
//--------------------------------------------------------------
$Raiden__Gi_Main.modifiers[1].enabled = false
$Raiden__Gi_Main.modifiers[2].enabled = false
$Raiden__Gi_Main.modifiers[3].enabled = false
$Raiden__Gi_Main.modifiers[4].enabled = false
$Raiden__Gi_Main.modifiers[6].enabled = false
$Raiden__Cowl.modifiers[1].enabled = false
$Raiden__Cowl.modifiers[2].enabled = false
$Raiden__Cowl.modifiers[3].enabled = false
$Raiden__Cowl.modifiers[5].enabled = false
$Plane080.modifiers[1].enabled = false
$Plane080.modifiers[2].enabled = false
$Plane080.modifiers[3].enabled = false
$Plane080.modifiers[5].enabled = false
$Raiden__Head_Main.modifiers[1].enabled = false
$Raiden__Head_Main.modifiers[2].enabled = false
$Raiden__Head_Main.modifiers[3].enabled = false
$BlueTarp.modifiers[1].enabled = true
//---------------------------------------------------------------



This will change the models to Render mode.
//--------------------------------------------------------------
$Raiden__Gi_Main.modifiers[1].enabled = true
$Raiden__Gi_Main.modifiers[2].enabled = true
$Raiden__Gi_Main.modifiers[3].enabled = true
$Raiden__Gi_Main.modifiers[4].enabled = true
$Raiden__Gi_Main.modifiers[6].enabled = true
$Raiden__Cowl.modifiers[1].enabled = true
$Raiden__Cowl.modifiers[2].enabled = true
$Raiden__Cowl.modifiers[3].enabled = true
$Raiden__Cowl.modifiers[5].enabled = true
$Plane080.modifiers[1].enabled = true
$Plane080.modifiers[2].enabled = true
$Plane080.modifiers[3].enabled = true
$Plane080.modifiers[5].enabled = true
$Raiden__Head_Main.modifiers[1].enabled = true
$Raiden__Head_Main.modifiers[2].enabled = true
$Raiden__Head_Main.modifiers[3].enabled = true
$BlueTarp.modifiers[1].enabled = false
//--------------------------------------------------------------


Note: The last one, BlueTarp has an instanced Optimize modifier, so I only need to make the change to one model with it. Optimize on gives me a low res cloth in the background.







This is what every part of the code means.
$MeshName.modifiers[1].enabled = false

$ = Makes a selection or deals with a selected object.

MeshName = Typing $MeshName, will select the mesh called "MeshName" and know this is what it's going to work with.


.modifiers = This is like opening a subfolder, it will find something "modifiers" of the selected object.

[] = You specify which modifier in the modifier stack and it counts from top to bottom of the stack.

example:

Turbosmooth = [1]
Skin = [2]
EditablePoly = [3]


.enabled = selects the on/off option within the selected modifier.

= true = turns the modifier on.

= false = turns the modifier off.





$Human.gender[male].name(John).awake = true

//--------------------------------------------------------------


Another thing is about getting sharp shadows with Vray lights, and that depends on the scale of the light.

Smaller light = Sharper shadows
Larger light = more diffuse shadows


To get the shadows like in MK, I need to make the light very small, and really bright.
 
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except Raiden, the movement of the characters are not very fast?

the scorpion head looks weird must to be a little bit big it looks absent of neck ,,
scorpion is very contracted and stiff in that position low a bit his left or flat the cloth on his shoulders a little
the movement on cage adn zero to fast keep the awsome work love it.
 
Yours has some circular shake motion when he goes into the pose which looks as if he had hit the camera or something, and I don't see it in the original, but oh well.

Also, in the original, looking at the background wall, I see like the camera guy took two steps forward and to his right, while keeping focus on Raiden, and then took a long one backwards and slightly to his right.





Guess it's not that important anyway.

biot2a_zpsbe6a42b7.gif~original


Another thing I thought I'd point out is that the camera you're using has a much wider angle than the original, which causes the left hand to be about twice the size of the right one in the final frame, while in the original it's just barely larger.
I'm aware though that fixing this would not only require fixing the lens angle, but also scaling the path along which the camera moves to compensate, which I guess you won't bother with either, but I just had to point it out.

What you could do however is increase the saturation of the blue cloth in the background.
Overall, your scene seems slightly more saturated than the original, yet that cloth appears almost grey in yours, while its shadows are clearly blue in the original.





the camera is going from up to the same level of shoulders and then its step back up and down a little to down of elbows try with the cam and you ll see it will match up the raiden position
 
Another update

camera fov is at 65mm now, so less perspective distortion.
I have some post effects rendering now straight from 3dmax. Color correction, film grain, glow.

The camera had to be animated again, and I'm waiting for uKER to see how it renders on his system. Raiden's file is in that new Box file sharing website.

 
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