AfterBurn 4.0 is the de facto standard when it comes to creating volumetric particle effects for 3ds max and will unleash your imagination in ways you never imagined. AfterBurn's pedigree is unquestionable: it has been production-proven in many amazing cinematic events such as Armageddon, Dracula 2000, Coronado and various IMAX films. It has also been an essential tool for a number of hit computer games such as Warcraft 3, Starcraft, Diablo 2, Final Fantasy X, Sin, Mechwarrior 3, and many others. So it's no wonder that AfterBurn 4.0 is chosen by graphics professionals when they need superior output and solid technology.
For existing users, look at what has been added in AfterBurn 4.0:
- New AfterBurn Shadow Maps bring great speed improvement without significant shadow quality loss. The rendering speed for dynamic scenes can be over five times faster than Raytraced Shadows in AfterBurn 3.2 and up to ten times faster for static cloud animations.
- AfterBurn no longer needs a special type of shadows to be able to calculate self-shadowing effect as it supports the standard light 'Atmosphere Shadows' option.
- FusionWorks support. AfterBurn will properly blend with FumeFX, ScatterVL Pro and Standard 3ds max Fog. FusionWorks support also sends output to FusionWorks Z-Depth Render Element as well as output to non-clamped colors, used in .exr, or .hdr file formats.
- AFC View is a new workflow improvement that allows users to edit all AFCs and Gradients from one place.
- Geometry Clipping option enables you to prevent particles that are contained inside geometry from rendering outside of it.
- Completely reworked built-in noise types are now act as a plug-in for AfterBurn that can be developed by 3rd parties. The new 3D Texture Map allows users to use 3ds max 3D Maps as noise generators inside AfterBurn.
- AfterBurn Daemons user interface is now displayed directly inside AfterBurn UI.
- New Cebas’ ThinkingParticles controller that allows TP’s channels to replace AfterBurn values.
- New max script functionality.