AfterBurn 4 is the latest update of this plug-in. Since its first introduction back in 1997, AfterBurn has been used in numerous movies, IMAX films, games and commercials. This all-in-one solution enables rendering of ultra-realistic effects ranging from clouds, pyroclastic smoke, dust, superb explosion effects, liquid metals, water and various procedurally defined solid objects. High quality output and flexibility are hallmarks of AfterBurn that makes it a perfect solution for any production pipeline.
For existing AfterBurn users, here is a short list of the major features and additions to this exciting new version:
When selected in the "Source Particles/Daemons" listbox, they will display a rollout directly inside AfterBurn. There is no need to select them inside the 3ds max viewport to be able to change parameters. This means faster workflow with fewer clicking.
Raymarcher speed will be greatly improved if you use the new AfterBurn Shadow map, a real 3D shadow map, instead of Raytraced shadows. Rendered output is almost identical to that of Raytraced shadows, so the old AB Shadow map has been made obsolete.
AfterBurn effects can now be contained within geometry, or be visible only to camera / reflection / refraction.
Controllers read TP Data
Thinking Particles users will be able to pipe TP Data Channel values (including color) to AfterBurn by new abilities of AFC contollers.
All AfterBurn shaders are now rewritten as separate plug-ins. This makes it possible for 3rd party developers to easly implement their own noise routines in AfterBurn.
Support for 3ds Max maps
Apart from built-in noise types, AfterBurn 4.0 can use any 3D texture map as its density. It is possible to even write your own noise types for AfterBurn. Noise parameters are moved to a separate rollout.
AfterBurn 4.0 is fully compatible with FusionWorks, SitniSati atmospheric renderer. That means it can properly blend with ScatterVL Pro and FumeFX. This makes the AfterBurn Renderer, which appeared in the list of Atmospherics, obsolete.
Rendering non-clamped colors
If rendering uses non-clamped (real) colors channel, AfterBurn will write to that channel also. User will need to propery setup FusionWorks Renderer to create Non-Clamped Color channel.
Besides spheres display, user now has an option to display 2D circles.
AFC View is accessible from AfterBurn Manager rollout. From there, you can easily access and manipulate all AFC and Gradient controls.
Parameters from the Manager and Shader/Illumination rollouts concerning rendering have been moved into the new Rendering rollout. Noise and Animation parameters have been moved to the Noise Animation rollout.
3ds Max script
More AfterBurn methods and AFC and Gradient controllers are exposed to max script.