I can export from Revit to 3ds, and the materials come in, but all the material links are broken. How can I import the textures in to 3ds Max? I am trying to do an architectural walkthrough, btw.
I am trying to use an Opacity Map in a Revit 2013 material. However, it seems to modify all materials of that category rather than the specific material (ie: Chrome, Polished) - same thing happens even if I duplicate and rename a material. I am trying to create a perforated metal screen panel for a curtain wall and an opcity map seemed the logical strategy
Im trying to load up custom textures in the material library in revit 13..And Im having a hell of a time trying to load them into the editor. What are the required steps in order to load and edit custom textures in the material editor in Revit 13.
I have a Multi-Material on an organic surface (see image below). The Bumps are created by a displacement-shader in an arch&design material. When I render it out, i get these artifacts. Of course I know where those are coming from and why. But i have no clue of how to get around them. I dont wanna use the Displacement Modifier because of polygoncount-reasons.
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.
So I have this issue where opening the compact material editor a second time causes 3ds max design to totally crash. I cant figure out why it is doing that. I have tried reinstalling the software, even tried re-dowloading it and nothing works, have all the service packs and so on. Funny thing is that it works when using the slate editor. I can recreate the bug every time. Just open 3ds max design 2014 x64. Press material editor (assuming its in comact mode), close the editor and then open it again. Immediatly the program will crash to desktop, telling me that the progam has stopped responding.
It does it every 4-6 times which is really really often since you brush about 10 times every 3 seconds or so when digital painting especially when shading, lighting, blending, etc with brushing.
Why does it do this? I cant recall when it started doing this but I think it was either when I updated from CS4 to CS6 or maybe it just randomly kicked in. I already updated my drivers and re-installed my tablet.
In the animation I am working on, I need an object to instantly go from 100% opacity to 0% opacity. The problem is, even if you use the opacity of the layer as a keyframe, the object will not instanlty vanish, even if it is only on for the timeruler for a quick amount of time.
I need a tool that will drop from 100% opacity to 0% instantly.
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 upgraded to 3DsMax 2011 and still have some problems navigating the Slate Material Editor. I want to create a Mix material as the "first" material but I'm only able to double click on the Sample Slot to get a standard material in the "View1" as my "first" material. I am able to create a "Mix" node here, but it has to be connected to the "Standard" material and this makes it so that i can not drag the material in to the "Environment and Effects" tab as my "Environment Map".
When i go back to the "Compact Material Editor" (which waists time), I can select the Standard icon but "Maps" is not available in the "Material/Map Browser" when i right click on an open space.
Im on Max 2011 with sp1 and the latest hotfix installed, working with vray 1.5 sp5. When i try to re-set mu material editor (compact not slate) i get the folllowing error message
"Runtime error: cannot assign undefined to material editor slots" and a Macro_media utilities window opens with the following script
macroScript clear_medit_slots enabledIn:#("MAX", "VIZ") category:"Medit Tools" internalCategory:"Medit Tools" ButtonText:"Reset Material Editor Slots" tooltip:"Reset Material Editor Slots" [code]....
I'm not a scripter but it seems that there is no material defined to place into the slots on re-set. I've recently had a problem with my material editor not giving me acess to slate as i had loaded up my 2010 menus into 2011 but i've since re-installed max and vray and am still getting this.
Ok some times when I go to run details it pops up that it can not load the component database AecDtlComponents (US).mdb file. I go to options and can not do anything there. So I have to close it all down and hope when I reload AA it works. 9 out of 10 times it does. But this is a pain to do when ever you need to add detail stuff. Oh also this happens on more then one computer in the office. running 2012 with sp and all updates on windows 7
I'm trying to change "capture time" of multiple photos to a specific time.
I know that there is "Edit Capture Time" feature under Metadata. But when I try to edit multiple photos, it says that "Modify the capture time stored in the selected photos by entering the correct time adjustment for the photo displayed to the left. Other photos (but not vidieos) will be adjusted by the same amount of time". And it really does.
For example, If A file's capture time is 1/11/2011 B file's capture time is 1/11/2012 C file's capture time is 1/11/2013 I would like to change their capture time to 1/11/2014. All the three files.
But the current "Edit Capture Time" feature of Lightroom just adds three years to each file like this:
A file's capture time -> 1/11/2014 B file -> 1/11/2015 C file -> 1/11/2016 So their capture times remain as different ones. And this is not I want...
I've googled a lot and tried several programs other than lightroom as well, but the "Capture time" recognized by lightroom could not be changed by other programs.
I am updating capture time based on GPS Time (a bit OCD, I know) but when I change Capture Time the Date Time Digitized value does not change. This in in LR 4.3 and is not affected by whether on not the Catalog is set to 'Write date or time changes into proprietary raw files'.
I have been trying to figure out if I can make capture time changes to adjust for time zone errors or the daylight saving time mistakes where the capture time in the Metadata panel is off by 1 hour or so, and then have these adjustments saved permanently to the original files (master photos). This works for JPEG files and it also works for DNG files (after converting from CR2 to DNG). But it doesn't seem to work for CR2 files directly. If I used the "Save Metadata to file" option from the Metadata menu I might just get sidecar XMP files.
Then I found this option "write date or time changes into proprietary raw files" in the Catalog Settings. This seems about right. But what does it do? I tried enabling that, created a new catalog and then imported some new CR2 files. I then changed the captured time and tried the Save Metadata to file option. It still spits out these sidecar files. It doesn't actually write this to the CR2 files.
Or does it? Perhaps I am not seeing it in Windows Explorer? Like IPTC vs. EXIF? I'm not sure Windows reads both. These are like different types or sections of metadata information about a file. So I just wonder what the benefit or consequence is of having this option enabled? Whatever it is, it is not very apparent. And as you can see from the screenshots above the capture time has not changed (not been saved) when you look at the file in Windows Explorer. Any changes are held in the XMP sidecar. Even thou I have enabled this EXIF option in Catalog Settings.
I note that from time to time I can't see the counter and this is quite an annoyance. When the invisible pointer hover over or passes over an object, the latter will highlight as usual. I have to close and restart the drawing each time due to this issue. Is there an explanation for it, even a solution to prevent this from happening?
NOTE : This is limited to the drawing area only. I can see the pointer in the menu/toolbar area and outside autocad but not in the drawing area.
I want to add a watermark to a photo which encompasses a progress time or finish time of a sports event. For example, if an event starts at 7.00 am, photos taken at 8.05 am, in the watermark I want to display 1:05 hr (or 65 mins).
I have a Canon S100 and just started importing photos and video into my LR 4.3 catalog. I convert RAW to DNG, and the Capture Time on the photos in LR is correct. However, the video Capture Time is shifted forward exactly 8 hours. I know how to correct the video Capture Time, but is there anything I can do to stop this from happening in the first place? I looked at what the metadata looks like in Bridge.
PHOTO: Date Created = Correct Capture Time Date File Modified = The time I imported the file into LR.
VIDEO: Date Created = Capture Time + 8 hours Date File Modified = Correct Capture Time
I would like to add extra textures to PS is there anywhere to get free ones? or how can I make my own? and how do I add them. I want to make textures like net muslin, and lace for background effects.
I just downloaded this months freebie from the Xara newsletter... it was a package of textures. I have never downloaded textures or other things like this before so I have a dumb question, lol... I unzipped the folder, but I don't know where to put the textures. I thought there would be a "textures" folder or something in the program files that would be obvious, but I'm not seeing anything.
I have decompiled one of the mdl files from Half Life 2 and imported it into 3ds max successfully. In the preview panel, you can see that the textures are on the model. However, when I render, the textures do not show; I just see a black white model.
I'm running into a problem when trying to follow the "Getting Started: Animated Battle Scene" tutorial.
I am at the "Adding Materials to Objects In the Scene" section of the tutorial where I am being instructed to add the textures onto the objects, however when I open up the Compact Material Editor, the samples (Battlefield, Cannon, Windmill, ect) are missing are nothing (but grey spheres). Sais files are located in the "Documents/3ds_Max_Tutorials_scene_files" folder, the same where folder where I loaded the "Animated Battle Scene" from. According to the 3DS Max tutorial file download website that is the correct path. However, I Keep getting the same "Missing External Files" message when trying to open the textures for the Battlefield tutorial. What is the correct path for 3DS Max to locate said files?
I have some textures and icons that I've bought and/or gathered and I'd like to install them, but some are .png and some are .jpg. How do I install those on CS5?
Are there any good tutorials for making textures for 3d objects? Not the objects themselves. Just the textures. I'm thinking of things like, rusty metal, water, stone, bricks, etc.