Hello! Well, I just wanted to ask it in this thread but since it's a different thing, I've made this thread specially for it. The question is how to render texture (bake) normals map from frame x to frame z in 3DS Max? There is a already a model with particle emitter that emits particles on a plane, the plane should be…
Render settings->common parameters, set the time output to "frames", add in some frame numbers. Now the rtt will bake every frame that you added into that list. Then you can composite the individual textures together into the flipbook texture like this: I used this method recently to make ripples in a puddle: [ame="…