3ds Max :: Nitrous Displays Specular Incorrectly?
Oct 29, 2011Works as it should in Direct3d but Nitrous displays specular weaker than it should. It shows up correctly when you render though.
View 1 RepliesWorks as it should in Direct3d but Nitrous displays specular weaker than it should. It shows up correctly when you render though.
View 1 RepliesI've been using Tile to create an array from a jpeg image to use as a background for a website I'm building using Weebly. The original images display fine in Weebly, and when I use Tile to create the array the resulting image looks flawless in GIMP and in the picture viewer on my desktop. However, when the image is uploaded to Weebly it displays as though the original layer has been duplicated in GIMP and tiled manually and badly, i.e. leaving white space along edges, incorrect alignment of tiles.
View 2 Replies View RelatedLast week I installed a new True Type Font in Windows, so that our drawing title blocks comply to our company standards. I noticed that when checked in into the Vault, the title block containing the new font doesn't display correctly. It shows the new font, but it's distorted; it's bigger, and the letters are too close to eachother. When printing from the Vault, this doesn't change, it's exactly what Vault shows. (See attachments). Also when publishing from within Inventor (File --> Export --> Export to DWF) the font gets distorted.
Posted this message in the Vault-forum, but according to Autodesk it's an Inventor related issue.
Our non-Cad-people are complaining about this, because it's non-compliant to our standards... How can I correct this matter?
Product Design Suite 2014
Inventor 2014, Vault 2014
HP Workstation Z220
Intel Xeon 3.4GHz
16GB RAM
Nvidia Quadro 4000
Windows 7 Professional (64bit)
After upgrading from 2013 to 2014 we have a few drawings that had profiles created in 2013 and now when we open the drawing in 2014 the profile view disappears and so we regen and then we get a fatal error. I ran an audit and there are no errors, I re-sycronized the surfaces, i also ran an audit on all the xreferences.
View 1 Replies View RelatedWe are having an issue with profile grid shooting off to the left of 0+00 rather than starting at 0+00 and stopping at the end of the profile. There is nothing in the settings that I can find that is telling the grid to extend close to 2000' to the left. Three of the four profiles are doing this. One of them displays correctly, but there are no differences that we can find in the settings.
View 7 Replies View RelatedWhen I bring an xref drawing (floor plan) into a plot sheet drawing the xref does not display properly. Walls at doors are not removed and have jambs and door in what appears to be 'reflected screened' view. Switching to 'reflected' view, walls not removed, jambs and doors, and windows still showing.
I may have inadvertently changed some of the settings in the display manager, is there any way to restore the defaults here without reloading the program?
Using part builder, I created a new pipe part for an odd-sized CMP arch pipe. In plan view, the pipe looks good. At first glance, I thought the pipe was drawn correctly in a profile view, but I realized that the pipe was displayed with the invert located at the wrong place in the profile view. I thought this was because the insertion point of the new pipe part that I had made was placed at the incorrect location in part builder.
So, I swapped out the incorrect pipe size for another one that I knew was correct, and then deleted the incorrect pipe from the pipe parts list, and went back to part builder, and placed the insertion point at the invert of the pipe; then saved the edited pipe part, ran partcatalogregen, added the "corrected" pipe part to the pipe parts list and swapped in the new corrected pipe size to the pipe network. However, the pipe still displays incorrrectly on the profile view.
The pipe data is correct in the pipe properties: the invert is stated to be located at elevation 20. The overall height of the pipe , 38" (3.1667') is correctly displayed on the profile view. But the actual location of the pipe invert is not shown at the correct location, elevation 20, on the profile view.
with self illuminating materials, visible area lights, why would we still need a specular component in lighting?
case in point: create a visible area light on a glossy sphere and your reflection will not be sharp, rather it would be fuzzy. thus changing to a self illuminated plane and turning off specular in the area light.
Max Design 2014, Boxx Xtreme, Box RenderPRO, Win7Pro, K4000
This picture has reflective areas near the eyes and I do not like it. (particularly at the left side of the right eye). What is the best way to get rid of these reflections or specular highlights?
View 9 Replies View Relatedhow to make specular maps in Gimp.
View 2 Replies View RelatedWhen executing Export Selection, is it possible to add a Specular and Ambient Occlusion pass onto the basic export (without a render through Maya Software or Mental Ray)? I am composting a model in Nuke and want some shading options for my model.
View 1 Replies View RelatedI've been a faithful photoshop user for quite some time now, but today I got wickedly impressed by this tiny software that features this awesome specular highlighting technique that photoshop does not do by default.This software is called "Art Text 2"H! I had prepared some image links but cause I'm so new I can't put them.[URL]...
As you can see, the bevel reflection is created using the specular information of the "sphere map". Furthermore the program allows you to change the sphere map highlights interactively, and even choose your own image sphere maps. This is just amazing, isn't it? Creating realistic metal text or things is just super easy with this. I think everyone of us has had problems doing realistic metal effects on photoshop, am I wrong?
In Photoshop you have the "bevel and emboss" style feature, and it works pretty well, but it isn't made for say: reflecting a window on the beveled text.Sphere maps are commonly used in gaming to simulate realistic reflection of 3d objects, and I can think of a million ways of using this technique on 2d. way of simulating this sphere map reflection on layers on Photoshop?
3ds nitrous (alt x) gives me a very strange, way too bright see-through object result. Retopo is difficult in this mode but views on youtube show that the demonstrator doesnt have the same problem so I think it is a setting I am missing. I have a nvidia GTS 250 card.
View 3 Replies View RelatedI normally press "j" to disable the bounding box. but when you press F3 for wireframe and then F3 again to return to realistic view, the bounding box turns back on. is this a "fix" or a bug?
View 2 Replies View RelatedPossible to write custom shaders for nitrous and if so where I'd start to find info on how?
View 7 Replies View Relatedwhy my Material/AO/Lighting looks better in Nitrous-Viewport than it does in the actual render.As you can see in the Screenshots I am working with an A&D Material with active AmbientOcclusion.Even if I try 0 (=unlimited) distance, nothing fancy is coming out.
My gamma Correction is set to 2.2
Skylight with HDR-Map, Intensity 1
MR-Omnilight, Intensity 1
MR-Photographic Exposure is OFF
Usually i have no probs with Ambient Occlusion and MentalRa
I've been running into a frustrating limitation with certain keyboard shotcuts for Nitrous display modes. For example, if I try to use my old 2011 shortcut for "Viewport Box Mode Toggle", the bounding box displays on TOP of the current shaded/wire mode instead of toggling. If I change the assignment to the new Nitrous command "Viewport Visual Style Bounding Box", it is no longer a TOGGLE key and to go back I must then use the key assigned to "Viewport Visual Style Wireframes/Shaded" (or classic "Wireframe/Smooth+Highlights Toggle")...
BUT...
In Nitrous both of these wire/shaded toggle commands do not work properly if you are changing from another display type (such as box). Instead of toggling between wire/shaded, they toggle between wire and the last display mode. So in essence there is no way to toggle between Box and Shaded without r-clicking on the viewport label every time you want to return to shaded mode as far as I can tell. Not being able to quickly toggle Box mode really screws up my work flow, so for now I'm reverting back to DirectX.
how can you adjust the "Grab Viewport" -Animation Quality for Nitrous?
Rendering any one of the styles in Animation produces horrific quality, because the viewport renderer does not spend the few extra seconds necessary to generate nice antialiased image-quality.
there is no way to adjust the rendertime. Because this would make this valuable improvement 50% useless again, if you can not use it decently for this purpose.
When I import a dwg model exported from Revit, the curtain walls (frames and glass pannels) do not display with Nitrous. They are there and can be selected from the layer manager. They are visible if I add an Editable Mesh modifier.
DirectX and OpenGL display properly.
FBX import display properly
is this normal? my display is completly blown out when using the nitrous display. how can i fix it?
the first one is the display, the secon is the render. should they not look similar???
Is there a way NOT to improve the transparency in nitrous in realistic mode ? I really dislike the "noisy" display when moving around objects.
I know i can unselect the progressive refinement, but then the image stays noisy. I would like the transparency just to be as clean and fast as in the "shaded" mode.
I can see flat shading with direct 3d, but not on nitrous. it's unavailable on nitrous? it's a shame because flat is very good to see hue variations on textures and stuff like that.
View 2 Replies View Relatedhave some of you playback performance problems in animated scenes while the Mat editor is open?
View 1 Replies View RelatedThe Material editor by Nitrous, continue to tile the bitmap even if TILE is unchecked.
View 6 Replies View RelatedI have a horrible lag when trying to select objects in Nitrous display mode. When my FPS drop and navigation starts to lag, marquee selection also starts to lag proportionally to the FPS. If I draw a rectangle to select some objects, I have to wait about 3-4 seconds for the rectangular marquee to expand and reach my mouse cursor on more complex scenes. There's no such problems in Direct3D display mode. Even if the FPS drop to 1-2, selection remains lightning fast.
View 2 Replies View Relatedthe shape merge function (using cookie cutter) is not updating in the viewports when using nitrous? I am making a compound object using shape merge. I select a sphere (editiable poly), pick the shape (spline) and then press cookie cutter, and the vieport does not update. I have display result and update always on. Trid invert, etcetera. I cannot see the cutout portion in the viewport. When I render, the cutout portion is viewable.
View 1 Replies View RelatedFor an example if I create a sphere, add a turbosmooth with 4 itterations and collapse it to an editable poly again. Then when I try to manipulate the mesh by draging vertices with or without soft selection or paint deformation I get around 10X faster performance with direct3d (roughly 40-50 fps compared to nitrous 4-5 fps).
I know that nitrous is slow with pflow and animation but I did not expect it to have such poor performance with modelling?!
I have the same effect on both of my workstations. Laptop with core2 quad extreme, 12 gig ram, quadro fx3700m, win7 x64. Dells latest graphics driver. Stationary computer with Xeon quadcore, 14 gig ram, geforce 285 gtx card and win xp 64. Latest nvidia driver.
Is there any way to force "shaded" mode in Nitrous to use scene lights and not default lights? We are doing tons of previs and when using "realistic mode" all of the grain and such with transparency, etc looks just awful. Shaded mode is SO much cleaner and faster, but under Nitrous it can no longer use scene lights to shade your objects. Under realistic mode you can turn shadows and AO off, but any transparency does the refinement process and never ends up looking totally clean.
Under shaded mode, transparency looks GREAT and is way faster. If there was only a way to enable scene lights instead of default lights it would be just like the old pre-nitrous days.
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?
We've currently switched over to 3Ds Max 2012 for production and installed the latest Hotfix and Service Pack 1
Our studio pipeline revolves around xref objects to manage large scenes.Upon switching to nitrous the xref materials are not visible in shaded Material Colour the Xref material appears in the material editor and it references to the appropriate .max file Yet in the viewport it will still appear shaded without textures/materials. It will render without issue but we need visibility in the viewport.
This does work under directX/opengl/software but the performance is greatly crippled.
pre 2012, if you had display edged faces on, the selected splines would turn white - so you could tell what was selected in viewport. using nitrous, this isn't possible for us. Open GL or Direct 3D work fine but not nitrous. or is this a bug?
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