TITLE: THE MATRIX, UNBELIEVABLE NAME: Michael Visser COUNTRY: The Netherlands EMAIL: nijman@nmtrix.com WEBPAGE: www.nmtrix.com TOPIC: UNBELIEVABLE COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. JPGFILE: thematri.jpg RENDERER USED: 3D Studio Max default renderer RENDER TIME: 7.10 minutes HARDWARE USED: Dual Pentium 333 IMAGE DESCRIPTION: THE MATRIX, UNBELIEVABLE The best storyline in a science fiction film ever, the best action scenes, but above all the best special effects using the coolest characters. The agents are the new Terminators, the ultimate bad-asses, moving like lightning, smashing concrete and dodging bullets. Unbelievable... DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The scene is modelled using 3dstudiomax and took about two weeks to complete. The Agent is built by combining an older commando model and a superman model, which I originally wanted to use for this topic when I decided that the Matrix was a much more recent item in the topic of unbelievability. The Agent consists of about 125.000 faces mainly used for the facial details, the body is relatively low polygon based which increases real-time animation movement. This shot comes DIRECTLY RENDERED from 3dstudiomax NOT using a photopaint program. The see-through duplicates of the Agent are created through OBJECT MOTION BLURRING. If anyone questions the reality of the scene I am willing to send them the 3dstudiomax file. I originally didn't post the max files with the pictures because of the file-size. Here's what I did to get the effects: First I set up an animation sequence of 15 frames, where I posed the Agent differently at frame 0,5,10 and 15. I selected the Agents properties and turned on Image Motion Blur. In the Render Scene Dialog I set the Object Motion Blur Parameters to: Duration 30 frames, Samples 7 and subdivisions 7. This makes 3dstudiomax calculate 15 frames ahead and back, displaying only the 5th frames (0,5,10,...). Now I render frame 15 after which the animation stops and the Agent freezes. 3dstudiomax calculates 15 frames backwards and renders frame 0,5 and 10. Then it calculates 15 frames ahead in the animation and renders frame 20, 25 and 30, which all display the Agent in the last pose, thus making the last pose better visable. The Bullet paths are created by copying a cylinder without height behind the bullet. The cylinders are mapped using a little Radial Gradient Bump Map and a Raytracing Refractions map. The visibility of the cylinders you set to 10 procent. The background is built after the rooftop movieshot where the Agent dodges the bullets before Keanu shows off his dodging skills. The helikopter is taken from a database I created for commercial modelling.