3ds Max Modeling :: Cutting Geometry Using Texture Map?

May 1, 2012

I was wondering if there is a way to cut out geometry using a texture map.

So lets say you have a quad thats uv mapped. you apply a black texture with a white dot in the middle. Is there a way to cut that circle out using a method that just aproximates the shape?

I would be using this for complex stuff. I understand its a crazy question but I figured no harm in asking. The only thing I know to do is to apply the texture and then in the viewport just hand cut. But its a lot of stuff to cut so i'm open to any shortcuts and tips.

View 7 Replies


ADVERTISEMENT

AutoCAD 2010 :: Extracting Geometry For Laser Cutting

Mar 6, 2012

Currently, I am using Inventor to produce inventor DWG drawings for our supplies to read using autocad and trueview etc. One of our suppliers is a laser cutting firm and they need us to produce a seperate DXF file from our inventor drawings (for the flat patterns). As this has to be done manualy and is potentially error prone (as drawings can be automaticallyt updated where as DXF's requre a seperate 'save as' we had hoped to be able to just send the Inventor DWG for them to extract the geometry of the blank using their copy of AutoCad. I noticed that when opening an inventor DWG in autocad, the 'model' contains no geometry and it is placed on a seperate tab called sheet 1 (or whatever the sheet was called in inventor). 

Is there any way that this data can be extracted from the DWG so that they may manipulate the geometry?

I have attached an Inventor DWG for reference. 

View 7 Replies View Related

3ds Max :: Removing All Unwanted Polygons And Geometry Before Texture Baking

Feb 23, 2014

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.

View 1 Replies View Related

Maya :: Creating Texture Reference Object - Stick To Geometry Throughout Sequence

Dec 16, 2012

I have keyframed some ojects. I then set up a camera projection texture at keyframe 179

Is it possible to create a Texture Reference Object from keyframe 179 so this texture will stick to the geometry throughout the sequence?

View 2 Replies View Related

3ds Max Modeling :: Add One Geometry To Another?

Jan 2, 2013

I've recently imported a corrugated iron geometry that I need for my roof. My question is how do I get that imported geometry onto my roof geometry that I've modeled.

View 1 Replies View Related

Maya Modeling :: Hiding Inner Geometry?

Jul 24, 2011

Say I have a car engine that I created. to make it easier on myself I made it out of a bunch of separate pieces. then at the end I combined them into one. somewhere down the line I'll want to animate the pieces separately, but until then I dont want all that inner geometry rendering because it takes up unnecessary render time. is there a function in maya where I can delete all invisible mesh geometry? so then any faces inside the outermost shell will be deleted.

View 1 Replies View Related

3ds Max Modeling :: Can Separate The Geometry For Texturing

Apr 10, 2011

as you see in the pic, top is blue and bottom is gray.I approached this by applying texture to selected polygons.I don't want to detach the mesh.

View 1 Replies View Related

Maya Modeling :: Faces Disappearing During Poly Cutting?

Apr 17, 2012

We've had to re-image machines, so it's been a few days of trouble shooting new issues with re-install of Maya2012.

Installed SP2 for Vista yesterday in hopes some of the modeling issues would be fixed. But still having two issues.

The worst is each time I try to cut faces my faces in sections of model disappear. The face is there and it's closed. If I re-launch Maya then the display is correct.

The last but less of a nuisance at this time is a white display during view port changes. Didn't have this issue before. But all of our machines here on the team are doing the same thing.

View 3 Replies View Related

Maya Modeling :: Shading Geometry Suddenly Disappears

Apr 22, 2011

I has finished my model and mirror it to different axis and save my project, than closing my maya to go to sleep,Today, i'd like to re-modeling some shape in my dinosaurus eyes.So i would like to delete all the faces in the left side (axis -x ) and re-mirroring again after finishing the reshaping in dinosaurus eyes.

When i delete all the face (axis -x)The shading geometry in the Interior of dinosaurus mouth suddenly Dissapears. (and leaving only the Wireframe !)Whereas in the other parts , the shading was work perfectly.I Tried to Redo, but it still happens.

View 3 Replies View Related

3ds Max Modeling :: Instanced Geometry In Hair And Fur Is Scaling Wrong?

Oct 4, 2013

When I select instanced geometry in the Hair and Fur modifier, the individual strands are appearing much too thin. I had to go back to the instanced model and non-uniform scale it to make it really fat to compensate for this, but this is not ideal. How do I get it to represent the instanced geometry at its correct scale? Also, how do I get the default hair scale to start out longer so that I don't hit the 100% limit. It looks like I will have to style the hair guides individually to get them to be longer.

View 1 Replies View Related

Maya Modeling :: How To Make Geometry Like A Fever Chart

Apr 18, 2012

I'm working on a project that needs to make a renderable shape off a curve, the curve points are based on a random set of data - so basically I'm making a fever chart. I need the curve to go exactly along with the points, so I used bezier curve. The curve looks like pic-01

Since curve doesn't show up in render, so i'm trying to make a tube shape.
1) a polygon plane, then go edit mesh - extrude. like pic-02. The extrude division is the same amount of points
2) a nurbs circle, then go surface - extrude. like pic-03 and pic-04.

As you all can see, none of these two look good. I can understand that this is because the turns are too dramatic, but I wonder if there is a way to get around the limit and generate a graph like pic-05 in 3d.

View 2 Replies View Related

Maya Modeling :: Don't Highlight Edges Of Selected Geometry?

Jan 6, 2014

So, in max there is a way to turn this off.  So that when you select an object the edges are not visible.  That way, when you select and object and have a look at it, you do not have to be distracted by the wire frame.

 Is there a way to do this is Maya?  I'd lke the geo to appear as flat shading without the wireframe visible even when I select it.The reason is, I want to select it, and work on the UV mapping.  I'd like to make some changes to the map, and see how they look on the model without having to deselect the mesh each time I make a change and what to see it without the wireframe.

View 1 Replies View Related

3ds Max Modeling :: Making Poly Star With Lots Of Geometry

Jun 28, 2013

I would like to make a star shape - but I need lots of verts and faces - I know how to make one with splines but when I extrude it there is not enough geometry in the face to do what I need to. Basically I'm wanting to create a rather beat up/bent in places sheet metal star.

View 5 Replies View Related

3ds Max Modeling :: Turn Dummy Objects Into Geometry Instances

Oct 13, 2012

I have some architectural scenes that i'm bringing into max from Softimage. I'm using FBX. When I export, the instances come across as dummy objects, so it appears that instances are not support with FBX.

When i'm in Max, is there any way for me to tell Max that these dummies should be instances of another object?

Work Computer - Max 2012, Core i7 3.6, 6GB RAM, ATI FireGL V7700 512MB, Windows 7 64bit
Home Computer -BBC Electron with tape player and a copy of creepy cave

View 2 Replies View Related

Maya Modeling :: Create Geometry On Surface Of An Object

Jun 21, 2013

I have used Quad Draw to create geometry on the surface of an object, this geometry and its pivot can be seen in picture 1.I then try to mirror this geometry to the other side of the object's surface using the settings shown in picture 2

I get a mirror, but not based on the pivot, but it seems the mirrored geometry wants to be attached to the original drawn polys as shown on picture 3. Could it be a bug or is this how Quad Drawn objects are intended to behave?

View 2 Replies View Related

Maya Modeling :: Create Cross Sections Without Cutting Up The Model?

Oct 20, 2011

how to create cross sections without cutting up the model similar to applications like Autodesk Inventor? Maybe inserting a poly plane into the object and tell Maya to only render stuff in the normal direction of the plane if that is even possible?

[URL]

View 4 Replies View Related

3ds Max Modeling :: Fitting Geometry Shape Into Human Body Mesh

Dec 13, 2013

I'm physiotherapist and researcher interested in human body posture analysis. Goal of my researches are to make 3d  digital model of human posture. Right now I'm using Microsoft kinect to build a human body model, but it's difficult to do automatic analysis on that mesh.  In our team we create an algorithm which analysis posture, right now we base on points located on the body, for that is necessary to manually locate that point's which is inaccurate and time consuming. Our idea is to use divide human body into segments and then fit in those segments some geometry figures ( cylinders , bal, ), next step is to calculate center of masses of those figures, so we simplify the posture to 20-40 points , and calculation of those points can be made automatic. 

View 1 Replies View Related

Maya Modeling :: Mirror Geometry Creates Collapsed Vertex At Zero

Jul 31, 2013

I'm using Maya 2010.  why this is happening, and how to fix it?  I have a piece of polygonal geometry.  I have confirmed all the culprit vertices are on the zero X axis.
 
But when I mirror it (-X), it collapses the 5 vertices at zero to a single vertex at the center, as shown in the "after" image:

View 7 Replies View Related

Maya Modeling :: Convert Instanced Particles To Regular Geometry

Oct 20, 2011

I have some particles that i've used the Instancer (Replacement) on to turn into a mesh that I have modeled and place throughout the scene. Now I want to convert the instanced particles to regular geometry.

View 1 Replies View Related

3ds Max Modeling :: Shrink Wrap / Root Geometry Influenced By Rock Form

Jan 14, 2011

I am trying to model roots from a tree going over some rocks. Is there a way to shrink wrap or have the root geometry be influenced by the rock's form?

View 3 Replies View Related

Maya Modeling :: Merge CV Created Curve Geometry Into Solid Piece?

Sep 15, 2011

I have traced out this piece of geometry using CV curve and then used loft to convert the Curves into actual geometry. I need to have one solid piece of geometry to project an image onto, how can I convert this to one solid piece? I have attached my .mb file.horro_chair.mb.zip

View 3 Replies View Related

3ds Max Modeling :: How To Add Transparency To A Texture Without Alphamap

Nov 11, 2013

I have a model, pre-rigged and textured, in FBX format, that I'm importing into 3ds max. Here is the problem:
 
The model is an angel-like character, with wings. The wings are a single texture, and the model didn't import with transparency, so the wings look solid, instead of with transparency between the feathers. 
 
There was no alpha map included with the model, and I need to make the wing texture include transparency for the open parts. 
 
How, in 3ds Max 2014, do you create transparency in a texture without a separate alpha map? All I have is the diffuse map.

View 1 Replies View Related

3ds Max Modeling :: How To Put Brick Texture On Wall

Dec 1, 2013

i performed a proboolean on a wall, put the windows and door aec objects in and evertthing,..  i m tyring to put some brick texture on the wall. but the pro boolean deeestrooooys my uvs, and i cant do anything,  cant unwrap can put a box uv modifier   nothing looks good.. is there any remedy to this???  should i have used pro cutter or regular boolean?? is there a certain setting i should have used?? is there anyway to cut out the shapes for the windows and the doors without loosing my uv integrity?????

View 7 Replies View Related

3ds Max Modeling :: Subdivide Mesh Using A Texture?

Nov 7, 2012

Is it possible to subdivide a mesh by using a grey scale image?

Work Computer - Max 2012, Core i7 3.6, 6GB RAM, ATI FireGL V7700 512MB, Windows 7 64bit
Home Computer -BBC Electron with tape player and a copy of creepy cave

View 4 Replies View Related

Maya Modeling :: Reset Transforms Of Object Moves Geometry To Frozen Position

Oct 15, 2013

So, when I reset the transforms of an object, it moves the geometry back to the frozen position but the pivot point gets places at the world origin.
 
That can't possibly be what is supposed to happen, is it?

View 2 Replies View Related

3ds Max Modeling :: How To Make Velvet Cloth Texture In Max

Jan 10, 2012

How to make velvet cloth texture in max. i mean render setups in vray

View 9 Replies View Related

3ds Max Modeling :: UVW Texture Mapping With Multiple Textures?

May 30, 2013

I've unwrapped the uvs and am correcting the texture on a model. The model is essentially a building facade on a plane. The plane has a single large texture of the facade applied to it and that works fine. But I'd like to use another texture for a small area. I went to uvw unwrap> faces, and selected the area. Then I applied proj>planar map with x axis, turned off plane map and went into the UV editor and loaded up the new texture from "pick texture". The uv editor shows it fine. I make the adjustemnts and then leave the uv editor but it's not applying the nex texture in that area, instead it's applying thw whole facade to that small area.

View 1 Replies View Related

3ds Max Modeling :: Retopologizing Mesh And Project Texture Map?

Dec 10, 2013

I have a 3d scan, its a dense mesh with a messy texture map.
 
I want to retopologize it by hand. Is there a way of automatically re projecting the old texture map back onto it from the 3d scan?

View 2 Replies View Related

3ds Max Modeling :: Applying Planet Surface Texture To Geosphere

Feb 10, 2014

I am having a problem applying a planet surface texture to a geosphere.The problem occurs both with and without UVW mapping and it is the first time I have experienced it.(I'm assuming it is something that has been ticked somewhere that I cannot find)
 
The planet surface texture is a flat space view map. Usually when I apply images like these to spheres it perfectly wraps however this time it is confining the image to one "corner" of the sphere.

View 4 Replies View Related

Maya Modeling :: How To Make A Symmetrical Texture Map For Character

May 9, 2012

I am currently trying to make a symmetrical texture map for my character.

For example, I want the arms of a character to share the same texture pattern.

But I can't place the UV shell corresponding to one arm on top of the piece corresponding to the other arm because it doesn't match without flip.

If I'm trying to flip this shell it becomes shaded with a semi-transparent red color. But all UV shells must be shaded with blue and have a clockwise winding order. Am I right ?

Is there a way to reverse the winding order so the UVs match the original half's without physically flipping the UV shell on the U or V.

View 4 Replies View Related

Maya Modeling :: UV Editor Isn't Changing Texture Display

Jan 4, 2014

No matter what changes I make in the UV texture editor, the texture on my model doesn't change (with the colors I put on it until I finalized the UV map, it would be pretty obvious). But nothing happens. Move UVs, Rotate UVs, Scale UVs--does not change the texture on the model.

 Am I missing something? This all used to work just fine. Is it a setting change? Is this something caused by brining a Maya2010 file into 2011?

View 5 Replies View Related







Copyrights 2005-15 www.BigResource.com, All rights reserved