3ds Max :: Copy (render To Texture) Setup To Another Object?
Jul 23, 2011Is there a way to copy the "render to texture" settings of one mesh to another?
View 3 RepliesIs there a way to copy the "render to texture" settings of one mesh to another?
View 3 RepliesThe same scene, same settings, produce 2 very different outputs in max 2011 and 2012, render to texture for normals is currently useless in max 2012.
The blue one is a correct tangent normal map created from a sphere in max 2011, the colored one is the the one created inside max 2012 from the same objects and settings, and the last is another sample of normals generated in max 2012.
I've 2 computers with different specifications.
1) Office Desktop
Intel(R) Core(TM) i7 CPU 870 @ 2.93GHz 2.93GHz
8GB of RAM
ATI Vga 1GB (Updated Driver)
64 bit Operating System (Windows 7 Ultimate)
"3ds max 2009 64bit" + "Vray 1.50 RC3"
2) Laptop
Intel(R) Core Duo(TM) CPU 2.53GHz 2.53GHz
4GB of RAM
32 bit Operating System (Windows 7 Professional)
Nvidia Vga 512 MB (Updated Driver)
"3ds max 2009 32bit" + "Vray 1.50 RC3"
I've one scene having 3 sofas, one table, and one chandelier, with 2 windows.with "average quality of the render setup in Vray 800x600" my desktop is taking more than 5 hours to render. with same configuration of vray settings or higher like "1200x800" my Laptop is taking 30 to 40 minutes to render. I checked everything, everything is fine. why its taking too much time to render this small scene, i check another files its same,
I'm doing a few web mockups for a client and have set up a basic style of 'Georgia text 12/18px #333 colour'. I would love Photoshop and Indesign to render the type as dreamweaver. Is there anyway to setup the text to render the same as DW. I have attached a file as reference.
View 2 Replies View Relatedi'm experimenting with texture baking / render to texture. I've setup a simple scene with a box and a sphere and a omni light, no exposure, mental ray. I've rendered to texture the "complete map" for both. Then i've switched to default scanline renderer, put the baked materials to 100 self illumination, but the result (on the right) is more saturated and darker of the original render (on the left).
I've tried with different setups, but the result is the same.
I am trying to bake a light map by using render to texture. However, for some reason, whenever I render in a texture higher than256x256, it cuts off some portion of the map at the top. I do have the unwrap all in the box. This seems to just happen at random. I had this happen in 3dsmax 2013 on windows 7. I now have windows 8 and 3ds max 2014, but it is still doing it. I am, however, using the save from the former.
[URL]
In my project I use an off-screen device to render the scene; I need to tweak some render settings (just load a default preset could be a good starting point), but I can't figure out how to do this with an off-screen device!
View 2 Replies View RelatedHow would I setup a render scene with a white background? Kind of like a photo studio? I am working on a project for a prototype vehicle that I need to do a presentation for. I want the vehicle to be the main focus.
View 9 Replies View RelatedAny 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?
Is it possible to render to texture with the gamma set to 2.0?
I am working with Vray and i set the gamma to 2.0, the render works fine, but the Render to Texture seems to be bypassing and neglecting this value set in the Vray/Color Management, and the Gamma LUT settings, and it renders dark textures.
I'm trying to bake a material using render to texture dialog. The issue is that whenever i render a diffuse map, it only renders the faces visible in the viewport im working in. The rest of the uv faces are rendered black. All the tutorials i look at never have this problem. What's the issue?
View 1 Replies View RelatedI've rendered out hundreds of these before in 3DS max 2011 with no issue but in 2012 and 2013 the background colour of my ambient occlusion renders are black instead of being white for all the objects selected except for the first one. What's going wrong?
I set the colour to white in the render to texture window and if I select a single model it works fine but if I select the same model plus others, the first one is saved fine but the others all have a black background. I'm saving them as TGAs which is my preferred option and as I said has been working in 2011.
I saw a max demo at a show where they shattered the wall in a video/photo. The artist baked the background image to three planes (floor and two walls) like shown in the illustration, and then exploded one of these planes. It involved some kind of texture baking, but I didn't catch the whole process.
View 1 Replies View RelatedI can't seem to get max to render to texture properly with network rendering. it renders just fine on one machine, but whenever i run it through the network option it saves the wron part of the strip.
I have tried it with several different machines and several different files and none of them work.
I have to bake all textures in a 3DSmax / mental ray scene.I'm using "Render to texture" and I have 2 big problems :
1) How can I change the type of image file ? When only one object is selected I can access to "File Name and Type", but when all my scene objects are selected this option is not available. So the baked textures are .tga
2) The baked textures have a gamma value = 1. It's too dark, and I want a 2.2 gamma value.
Is it possible to render an object to fit exactly into the render window. i.e If I have a plane object segmented into 512 * 512 segments and I randomly colour each polygon. If I render at 512*512 pixels, I would like to fit the plane exactly so that the rendered image shows 1 pixel per polygon.
Whilst you can select region to render its not that exact and is based on the visual window. can it be utilized with render blowup.
Basically I want to render a square object exactly ( no borders) at a large resolution, hence the need for render blowup so that I can render into smaller tiles.
Inside 3ds max, both render to texture and compact material editor windows are not popping out.
I tried re-installing twice, installed latest subscription pack also. but still i am facing same.
I have got troubles with textures in the new Inventor 2013. When I try to programmatically change a texture in a render style of a part (no matter, whether I use an existing render style or create a new one), when I set the texture file name, Inventor throws an exception "Bad argument". In Inventor 2012, it worked. How textures should be set in the new Inventor?
Sample
PartDocument partDoc = ... some initialization
RenderStyle newRenderStyle = partDoc.RenderStyles.Add("newRenderStyle");
newRenderStyle.TextureFilename = newTexFilename; //this throws an exception bad format, even if the texture is in the Inventor textures directory
partDoc.ActiveRenderStyle = newRenderStyle;
I render 3d object from raster and smart object (extrusion) Each time i do the edge where the extrusion meets the front inflation material is slightly distorted. Should be a smooth line.
View 20 Replies View RelatedIs there a way to lock the layer setup in a viewport, so when i copy and paste it to another paper space tab in the same or different cad file, it keeps the same setup?? (layers frozen / thawed)?
View 6 Replies View RelatedI just received my trial version cs6 and i'm working in MSTS Train simulator in Route add-ons and working with a lot of texture files. The problem i have is to make the texture i want to have some areas copy on the same texture file how?
View 3 Replies View RelatedI try to copy other textures and it still shows up. A few times I've been able to get a new texture, but for some strange reason it shows back up again. I don't even know where it comes from. I'm on a MAC and the I keep my textures in a few files on my desktop. It is not in any of the files I have.
View 1 Replies View RelatedHi i have an image and i would like to copy all its colors and skin texture from here onto another different body!
View 1 Replies View Relatedi have an image and i would like to copy all its colors and skin texture from here onto another different body!
View 4 Replies View RelatedI try to copy a color with a custom texture to a part. In my data source I use a scale for the image between 0,1 and 1. (10-100%). On my form I have a slider to change the scale between this range.
But in the styles editor it is possible to go to 1000%. Is that also possible in the API?
I've been searching around and I'm hoping that if I post on forums someone can help me. I need to add a texture to an object in a picture. The picture is of real world objects.
View 2 Replies View RelatedHave you developed a method or set of rules that has made working with large data sets / drawing files an enjoyable process? When working with an extremely large area, Map 3D tends to chug or lock up to the point where now I'm trying to rethink the "Proper" map setup and get opinions on your AutoCAD Map 3D - Mapping Best Practices.
I'm basically looking for comments, recommendations, and/or best practices when defining maps. If you have ever worked with an extremely large dataset or set of shape files and need to import the entities and the query from a drawing file (or maybe even multiple drawings), insert text, insert blocks with attributes. You'll know that this process can be time consuming when working with large datasets. Most staff that work with large data sets are moving to ArcGIS, which makes sense, but I'd rather do all my mapping / GIS with Map 3D.
So maybe setting up multiple drawings with each Layer in a separate drawing makes sense. (30 drawings in a central folder). The Task Pane option is not my preference. I'd prefer all drawings files to be setup with attribute data in-place and stored in a central folder. From there I will proceed with the setup of an extensive Query setup that will generate various maps by altering properties and inserting text from various object data. Essentially loading a saved query that can be ran with updated data to regenerate the labels in some instances.
Is it possible to setup a camera to follow a single object in particle flow? If so, how is this done?
View 4 Replies View RelatedJust wondering if there is a way to render an object id or any other render element alone without having to render off an entire image?
Autodesk 3ds Max 2010
I created a 3d model in Pro/E Wildfire and opened it in photoshop CS5. I am trying to add an image to the top of the object. When I go into the 3D (Materials) tab and then click load texture (after clicking the folder next to 'diffuse'), the texture that is loaded is very distorted.
How can I add an image to the top of a custom 3d object without it being distorted?
I have attached a few files to illustrate what I am trying to accomplish and the problem.
I used to know how to put transparency maps on the same object as a texture map. the biggest problem I am running into is the file format, I have been looking on line through forums and tutorials but I get conflicting results. I got one to work at one point but then it reverted to showing the alpha bmp instead of the texture. gah getting frustrated. also when I was making the alpha channel some how it gave the black/white boarder area fuzzy division. maybe I didnt make it right some how.
what file formats to use and the proper way to make an alpha map for transparency?