3ds Max :: Baking VertexPaint To Bitmap?
Oct 18, 2012It is something I have painted using the vertexpaint and need to make it a bitmap.
View 1 RepliesIt is something I have painted using the vertexpaint and need to make it a bitmap.
View 1 RepliesI have a mesh and it has VertexPaint modifier. How I can set values on a per vertex basis?
View 1 Replies View RelatedI cant seem to bake or even see my final gather maps on 2012 on Mac. It writing the maps and saving them i just cant see in viewport? or tell what its doing?
View 1 Replies View RelatedI modeled a female body and imported from 3DSMAX to mudbox to texture but now i'm having trouble on baking the displacement map in MUDBOX. I'm using tiff 32 bit floating,7 x 7k, with search distance of 4 (i believe it's a relative good number). My source model is step 0(with about 2 million faces) and the other is step 2(with aprox. 6 million faces). I'm using target to closest model, smoothing only the source and wht i get is this: a big black image with one or another gray dot.
I saw several tutorials about wht might be. I changed several times the search distance, and also tried to bake in max. Nothing seems to work. Mudbox keeps leving me with a blck image and max gives me something strange that works a little as a displacement map but it is totaly untileble.The two images attached are from mudbox. One as i get, and in the other i tried messing with levels in photoshop but it didn't work too.
Any good 3d party texture baker. They bake hi-res things forever and neigther can bake complex procedural shaders and details with transparency properly.
Is there any 3d party render that could be considered for texture baking? I tried Vray but it's even slower in baking. Is there anything other to try? I mean something with a speed of Modo texture baking for example?
Looking for uick render settings for texture baking? Mental rey or scanline. Prerhaps I should degerade or avoid something not tailored for texture baking. What would be a prefered way for indirect illumination or ambient occlusion? Is there a renderer that would respect edited vertex normals on low poly shells while doing baking?
I am currently using this method, creating a 1-bit bitmap from a grayscale "distress" texture bitmap, choosing transparent fill or outline depending on which area i need trasparent and powerclip it in text or other vector object.
Is there a way to achieve the same distress effect with transparency with FILL ? pattern fill maybe? eg can i save in some format this bitmap to use it maybe as a pattern in pattern fill and retain transparency ?
sample file (X4)
I get an error both in Mudbox 2013.sp3 and 2013.sp2 when baking using subdivision method. Its reported ' too many extraordinary vertices found face , need to subdivide the mesh' and the extraction failed.
The model imported fine into Mudbox in the first place, Is there a particular count for extraordinary vertices ?
As far as I know, extraordinary vertices are as follows
Valency 3 : 3 faces connected at a single vertex
Valency 5 : 5 faces connected at a single vertex
Valenecy 5 or higher : lots of faces connected at a single vertex (top of maya sphere)
Most meshs contain valency 3 or 5, and mostly 4, why would mud box have issues with a model like this ?
Should I check for areas where there's lots of density of faces at a single vertex, or check for multiple extraordinary vertices that are close by ? Anything in UV spa
When i press play on physx toolbar everything is simulating fine, from start to end.Problem is when i want to bake physics simulation to keyframes.
3dsmax freezes and whole process is taking a lot of time, about 8 hours.
Simulation without baking is taking only 20min.
3dsmax file before baking process have 20MB and file after baking have 9GB
Is there other, more efficient way to bake physics dynamics or to simulate physics Maybe using particles with physics? particle toolbox #2 ?
I have 20+ layers that all need the same levels adjustment, so I put them in a group, and applied a Levels Adjustment Layer to the group.
Is there a way to bake that adjustment in to every individual layer, while retaining them as separate layers?
We're experiencing some artefacts near UV seams on our baked displacement maps. We have a clean, multiple UV-tile model which is subdivided, sculpted etc. Baking uses subdivision method, smooth target mesh and UVs on (we render with prman). Edge bleed is default 2, anti aliasing to x2.
Then test the map out by bringing the target model back in, subdivide up to the corresponding level, and sculpt using maps. The artefacts are not everywhere, just on some UV boundaries in some areas, very strange. The UV boundaries are clean quads, same spacing, good use of UV space. My concern is its in sporadic regions, and not globally over all seams.
I'm working to Move Revit architectural files to 3ds Max, there use Vray for ligting and materials, texturebaking everything and moving it into unity. But I’ve run into allot of problems. I manage to get all the stages done, but there is so much “hands on fixing” that it’s not a viable workflow in RL projects.
My largest problem is removing all unwanted polygons and geometry before texturebaking. From revit you get a lot of faces that won’t ever be seen, like inside walls, in between there floors ect. For instance if I was doing an interior I would like to be able to quickly remove all unseen polygons and exterior faces that won’t be seen. Otherwise texturebaking is a pain. It will texturebake huge areas that won’t ever be seen making the process long and affecting resolution. Manualy removing all areas that won’t be seen is not an option.
I have a screenshot, which I have cropped to a specific area to show a specific part of a window: a shape with a bitmap fill, or a cropped bitmap whichever way you consider it.
Next I have another screenshot, of exactly the same dimensions, showing the same window - but showing that window in a different state.
Both screenshots are bitmaps in my document, both appear in the Bitmap Gallery.
I'm not sure if something changed in recent versions of Xara, or I have forgotten the drag+key combination, but how can I drag the second bitmap onto a copy of the first bitmap-filled shape so that the SAME part of the bitmap is shown?
Using different combinations of SHIFT and CTRL I seem to be able to replace all instances of the first bitmap with the second: It is scary that a shape with a bitmap fill offscreen or on another page can be changed unwittingly!
How come baking some part of animation in graph editor deletes everything before and after the part i bake and how can i bake that part while leaving the rest untouched?
View 2 Replies View RelatedI just happened to import a FBX object into 3ds max and I am not able to put a bitmap on it. Please take a look at the following image:
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The cube on the left is the imported FBX object and the one on the right is a native primitive created in 3Ds max. They both are using the same material and as you can see the one on the left(imported FBX object) doesn not have bitmap on it but the one on the right is just fine. Same thing happens when i do a final render.
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Using Photoshop CS5 on a mac OS 10.6.8
I scanned a black and white painting of bamboo leaves on an Epson scanner as a black and white (bitmap) image, saving it as a TIF file. The painting was compose of solid black leaves on white paper background. If I Place that image directly into an InDesign document I am working on, the white background of the image is automatically made transparent — which is exactly what I need in this case. If, however, I open the image in Photoshop to manipulate it, the transparent background becomes solid white, and I have to change the file to grayscale to edit it and erase the white background. Is there a way to import the TIF into Photoshop with it's transparent background intact?
Marc
One of our tech writers has a handful of screenshots (mostly JPEGs and TIFFs) that he wants to use in a manual. However, the customer requires that the graphics provided to them be in .cgm format.
Despite all of my attempts (using CorelDraw X5) to import the bitmaps and then save as or export to .cgm, the customer says the files are "blank" and unusable. When I try and open the .cgm files I created using a web-based file viewer, the graphics show up as completely black. I have opened known good .cgm files with this same viewer, and the graphics show up as expected.
I have tried all of the different options avaialble to me (to the best of my knowledge; to call me a novice with Corel would be an understatement), with no success. Am I missing something? Or is there some other way I should try and accomplish this?
I might be missing something when searching for macros that allow you to do this but I thought I'd give this a shot.
Is there a way to copy a graphic from Photoshop using Cntrl+C and then use Cntrl+V to paste it into CorelDraw as an actual Bitmap and not a Photoshop object that I will have to then use the Convert to Bitmap?
Is there a way to set the "convert to bitmap" defaults? Specifically, in X5 I find it defaults to "transparent background" checked and I'd like it to default to no transparent background by default.
Color Printing Forum : Print Directory
I am creating a backdrop in CorelDraw XV from a 9" 600 mb tiff. I need to have a finished product at 240" wide, 60" tall, so it can be blown up to 40'X10'. The largest that it seems I can go is 50" wide.
View 14 Replies View RelatedI Am Working On A Design For A T-shirt. I Need To Change My Grpahics To Vectorized Bitmap Images. Can I Do This On Photoshop. If So How. I Don't Have Adobe Illustrator, I Have Photoshop 6 , Adobe Image Ready And Quark.
View 2 Replies View RelatedAt home I use either CS2 or CS3 of which I am able to save the artwork I have created or edited easily as a JPEG or BITMAP, however when I am in College and use the CS2 they have there I can't, the file I save is corrupted and I've tried every computer. What am I supposed to do when I want to do work at school?
View 1 Replies View Relatedi'm trying to tile the background of a document with a 8 pixel by 8 pixel image i have open in another document.
View 1 Replies View RelatedI always thought that the pixel size of a bitmap image was driven by the resolution of the file. I have recently found that this isn't so.
Here is my situation:
I have an existing bitmap that when I zoom in to 1600% and measure the pixel size is .003". I don't have access to the original greyscale the bitmap was created from, and going back to greyscale, blurring, re-rezzing and converting back to bitmap is not prefered.
What I am looking for is any suggestions on how to change the pixel size of an existing bitmap. I am re-sizing several so they are all placed at the same size and I want all of the pixels or spots to be the same size.
Whenever i try to render animation sequence, the bitmap maps on the objects starts to flicker. What should i do to prevent this?
I tried "project points from positions...." in Final Gather. But, that's not the answer, the flickering does not occur because of animation. It is somehow related with JPEG and bitmap rendering.
For example; with no camera movements in the scene, in my animation the JPEG material on the box still flickers.
from 2012 to 2013 im having a hard time of getting my bitmaps to show on my planes. I add the image to the difuse in material editor. I've clicked the apply and the show material on map.. yet im still seeing a grey image on my plane and not the bitmap..
View 3 Replies View RelatedThe company I am working for want me to send my scanned black and white pages in bitmap mode instead of grayscale. The problem I am having is my line work is becoming very pixelated when converting to bitmap.
Program- Photoshop CS6
I have a 1 bit bitmap file but when I convert to grayscale and then on to CMYK the black CMYK components end up as:
C: 75%
M: 68%
Y: 67%
K: 90%
I need to keep black at 100% but all the other values to be at 0%, so:
C: 0
M: 0
Y: 0
K: 100%
How I can do this?
What happened to the transparency in eps bitmap images? I used to be able to create a duotone with transparency in earlier versions of Photoshop. I would save a black & white image, as bitmap eps file. I could import/place it into a psd file to create a transparent dutone image. Now when I place into a PSD/photoshop inside the image is white and no transparency. I'm using CS6.
View 3 Replies View RelatedI often have 20-30 bitmap photos that I need to convert to high-quality JPEGs. Is there a way, perhaps in BRIDGE, that I can batch convert them all to Quality 12 JPEGs ? I am using Photoshop CS5 with a fast Windows 7 desktop.
View 1 Replies View RelatedI'm currently working on some banners which have to be printed on 4m94 x 1m05. I have a wood texture background and the foreground will consist of images that have been cutout in Photoshop.
The banners will be exported from InDesign to PDF. Now I wonder what's best: importing the background texture in InDesign and placing the other images on top of it (which means that I need hires bitmaps with transparent backgrounds), or should I create the banners in Photoshop (whole composition) and save them to hires bitmaps?
how can I save a hires bitmap in Photoshop? Or what is the definition, the settings etc. of a hires bitmap?
i cant rotate barcode and bitmap here
my previous file contains barcode it 90 deg position. when i open it with X4 it rotated to 0 deg and full stretch
i resize it to normal size but cant rotate it to 90 deg like used to before. i tried it with transform tool, but the apply button is closed
the problem with embedded bitmap are similar, can't rotate it too.