I added a uvw map/bitmap image to the material editor. The image shows fine in the material editor but when i apply it to the object which is just a plane it doesn't show it in the viewports.
I clicked on a new material ball, clicked the box next to diffuse, selected bitmap. Opened a jpeg file of the material Im using. It showed uo on the material editor ball. Then when I apply it to my object it just turns grey.
I have a rather simple 3rd party custom object... I tried to get its bounding box but the coordinates that come back don't seem to relate at all to the object.
What I'd like are the coordinates of two nodes the object contains...
Is it possible to apply the autocad cursor in some why with the node object snap to get their coordinates?
I have a library of blocks that I built for our company to use. We recently upgraded from 2013 to 2014 and boy did it throw our library for a loop!
There is a check box (reflectivity) that leaves the materials black when the drawing shade mode is changed to Realistic (unless you go in and uncheck the reflectivity box) and while I have figured out how to alleviate that issue (by unchecking it on our tempate and saving it) I am still having a materials issue with our blocks.
I can open the block (and turn on Realistic mode) and all the pieces have their materials like they should. I then open a new drawing and insert the same block into the drawing .. one piece is sans material.
I cannot for the life of me figure out why it's there on one drawing but it gone when inserted. The new drawing has been purged and doens't contain anything it shouldn't.
My questions is when I draw a line or circle / rectangle no fill, it is nice solid black color lines but when I start manipulate the object and when I am done I have to press right click and apply transformation and the object is not black anymore some grey tones are added to the lines. How can I keep the solid black line?
I was using 3ds Max 2013 without any service packs installed and my bitmap resolution on screen looked great. I have updated to service pack 5 and now the resolution looks low quality. I have to use large maps for my scenes example 12345 x 4610 px.
I have not changed the driver (Nitrous), under Display Performance I have Improve Quality Progressively and the Procedural Maps Display Resolution at 4096 pixels, and progressive display is on.
From what I've read "By default, Nitrous viewports load texture bitmaps at their full size."
How can I get the high resolution bitmap back? Is there a setting that I have missed?
How to make the name of a material show up in the Compact Material Editor? For instance, if I double-click on a standard material, and put it into the first material slot, the name stays "Default-01" instead of "Concrete_brown_stucco" (for instance).
This isn't a BIG deal but it's just one more thing to slow the workflow down !
I am trying to throw a screen shot up onto a TV model to make my rendering more fun and I can't get it to work right!!!
I duplicated one of the standard plastic materials in Revit's lib and replaced the color with a cutom image (first tried jpg then png). I had to tweak the transforms to get it to fit the screen. Looks great in the camera view but when I render the transforms are off.
I am having trouble having objects set to 'Phase Created' = Existing to show a desired material. They are all a dark grey.
I have gone into 'Manage', and "Phases" under 'Phasing', and under the tab, 'Graphic Overrides', changed 'Material' for 'Existing to "Phase - New". But this did not change anything.
I have made a scene with a metal teapot (i have added it to to the showcase) but now i have deleted the teapot and added and object (a logo) form another project (also in 3ds max 10) and this object has an complex material (multi-sub material with 9 different materials) and i know that there is a way to add the material from the object to the editor but i don't know how...
Is there a way to lock the material of an object, ie wood grain on a stud, so if the stud is rotated, the material stays in the original orientation to the object instead of stay relative to the world?
problem i'm facing when ever i tried to apply a material to an object in AutoCAD 2010,I have set all the necessary thing required for the material to be visible such as visual style(Realistic/Conceptual),Material/Texture(on) and any of the isometric view.Below is a captured image of the problem.
When I apply a material to a mass element the material follow the world UCS, that's ok with me. But when i rotate the mass element the material map remains with the world UCS but not with the object.
How to lock the material map to the object when I rotate it.
Design 2012 and 2013 has been giving me problems in the material editor.
System Specs:
Win 7 Pro 64 AMD FX-8320 Black Edition 16GB Ram GTX 660 GPU Sabertooth 990FX Max Design 2013 R6 Nitrous
Basically, when i add a sub-object to a slot in the material editor (Using Mental Ray)nothing happens right away, so I have to do it again to get it to show up in the material editor. When i do get it to show up the slot looks all wrong and distorted, everything is unresponsive. I can save the scene and restart Max and everything will be ok, but as soon as i try to add another Multi material to another object it happens again. This was happening also prior to updating to R6 which i did last night. I've read a post about the same thing for 2012 but there was no solution.
I just tried it with Direct3D rather than Nitrous and did not run into this issue (using default Scanline).Just switching to Mental Ray and changing the standard material to MR A&D made the program unresponsive again. I'm starting to think it's MR that is giving me issues. Upon closing Max i get an error message saying that an error occurred and the program will close.Just switched to OpenGL and tried it with MR, still getting the same results.
In mesh edit mode, when you assign a material to the selection, it works as expected, it assigns the material only to what is selected, for example, a face.
In poly edit mode, it works differently, if you try the same approach it assigns the material to the entire object and you have to deal with multi-materials and material IDs to achieve that, what is very boring and totally unintuitive imho. Is there an option to make the poly editing mode work like the mesh editing mode, or at least another way to achieve the same result in a intuitive or at least 'visual' fashion?
Im trying to create a material for glass balustrade that will elevate and show outline but not block what is behind. Useful for shr screens (show tiling, taps etc) balustrade for balconies, stairs etc.
I have balustrade I'm working on now using a railing object. There are no posts at all and I'm using dynamic posts with a nothing material to cut up the guardrail material into pieces. So need the posts to disappear but stil cut the glass into sections. Also in elevation, need to see the glass outline but also to show what's behind. Normal glass in elevation rightly blocks what's behind (inside).
There is a problem with how materials operate. You are unable to use an object/material combination as a negative. For e.g. assigning my posts above a material that has 3d body turned off negates it impacting the glass (ie no longer cuts) so I have to 'see' the gaps otherwise the glass goes straight thru. The post has to be directly inline with the glass to cut (fair enough) but turning the 'gap' material 3D body display off and the railing def no longer sees the post cutting the glass just because 3d body is turned off in the material display. (not sure why these have to be linked. If glass has frame (shr screen) then it's ok. just turn off glass but if in the case of glass balustrade you need to be able to do it.
Im thinking maybe using another object rather than railing, like a curtain wall and having a very small width frame using normal glass material that will elevate and another glass material that will disappear.
With command massprop I can get many interesting data about 3d object, but where can I set material that my object is made of. Lets say I need to calculate volume and mass of my object which is made of aluminium, what are my options?
I tried to use the command "Remove Material" from the rippon, and I get no rsponse, and deleted the material from the palette and yet the material there, How can I get rid of the materials I attached to the walls?
Problem: Transform applied to Smart Object fails to transform an attached Smart Filters Mask.
I mean a Transform, including Free Transform, as found in the Edit menu. A simple move by the Move Tool is OK.
A workaround until this bug is squashed is to encapsulate the Smart Object + Smart Filters + Filter Mask inside another Smart Object and transform that.However, that will not be a satisfactory solution in some cases. If a filter has size parameter(s), e.g. Gaussian Blur radius, a scaling or warping/distorting transform applied after the filter will obviously differ from the filter applied after the transform.
In any case, the workaround is inconvenient to subsequent editing and experimenting with filters and masks.
so i have a file that when i zoom extents i can not see or select anything by window but when i use the command erase all is says there are 42 objects in the file but i cant find them
I have created a model containing three interlocking parts. I now need to do a version showing one of the parts with the other two parts ghosted in.
I changed the object visibility of the two I need to show ghosted to 0.3. When I do this the part is see through and shows all the hidden detail at the back of the part.
Is there a way I can ghost the other two parts in but not show what is going on behind them? I tried all the settings in object visibility but nothing seems to work? Is there another way to achieve faded parts?
When I use the copy tool, not copy and paste, the object that I copy doesn't show up. I click on an object click the copy took then click in the location where I want the new object, nothing shows up. Then if I save the drawing, close and reopen it, the object will be show up in the new location. It sometimes happens with move and rotate. I'm using 2013 64 bit version on Windows 7.
I can delete every unused material except one in the Material Editor.I am trying to make the custom Material library and somehowI have got the Material I cannot delete. URL....
I am in the samill building buisness. While designing I thought it would be nice to show logs on our equipment. Is there anyway to show bark on drawings to show the texture on the final drawing?
I edit an image in Lightroom. Open it as a smart object in Photoshop. Do my processing there (half a dozen layers for adjustments). Go back to Lightroom and make a change.
I don't see the change in Photoshop. So, for fun I shove Temp all the way to 50,000 just in case I was missing it. Still don't see the change... I don't have ANY pixel-bearing layers other than my initial smart object. I even turned OFF all the other layers.
I have auto-update open documents turned on in Preferences...
When do the changes from Lightroom show up in Photoshop? It there something I have to do in Lightroom?