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.
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.
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.
the 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.
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?
after working for a while with Max 2013, i have noticed that texture display in viewport is a very poor quality compared to Max 2012, and it is same with display of environment map in viewport.
I have found some ways to manually set texture quality in viewport here, but i would like to know if there is any way to make Max 2013 viewport texture display EXACTLY IDENTICAL to way it was in Max 2012.
For example, if i manually change nitrous texture resolution, then resolution improves, but if i display some environment bitmap in viewport, i get extreme lag when minimizing/maximizing viewports. About 2-10 seconds to minimize/maximize viewport lag whenever there is an environment map displayed in any of the viewports. As soon as i disable display of environment in viewport, viewport minimize/maximize task is instant again.
In Max 2012, when i display enviro map in viewport, i have absolutely no delay in minimizing or maximizing what so ever.
So i would like to know how i can make Max 2013 display same quality of textures as Max 2012, and make it perform same way as in Max 2012 (no lag when switching viewports).From what i understand, viewports in 2013 should be optimized, therefore actually faster, not slower.
I have two viewports in a layout showing 3d objects where I would like to see rendered quality when I print my dwg. How do I get this to work right? As of now the print output is not that great of quality. Shade plot is set to 'rendered' and presentation quality for both viewports.
I find myself at odds with the lack of quality in the Softimage viewport when viewing a scene that has objects placed out in the 11,000 unit range. I am building a large city for a game and it must be to scale, but working from a distance is hard because of the constant flickering and depth issues. Select triangles from objects hundreds of units behind another start appearing in front. This creates a garbled mess of triangles and black backfaces. Judging the overall shape and composition from a distance is critical for a game city, but this cannot be done. I have tried different modes, but there is no real difference aside from a huge FPS drop. After using 3DS Max and Maya, I greatly admire Softimage, and this is the first real issue I have with it.
How to improve the viewport quality at huge scales?
I set my viewport to render with a "graphite" style, and I click on the viewport's plus sign menu, and choose "create preview" > "create still image file", I get a fantastic anti-aliased, detailed export of the viewport. I'd like to make a movie version of that, but when I choose "create animated sequence file", I get a horrible chewy gross looking version of the still as a movie. Is there a way to improve the quality of the animation version so it looks as good as the stills version does? I've tried a bunch of settings in the animation dialog box, and nothing works.
3dsmax 2012 64-bit Windows 7 64-bit SP1 NVidia Quadro FX 580
I would like to modify the Quality setting shown in the "Shaded viewport options" section of the plot dialog box (see attachment). The default appears to be Normal, and the options are Draft, Preview, Normal, Presentation, Maximum, and Custom. I want to use Maximum for 11x17 PDF files but I have 1000's. I can't open each file and change the setting, and then Apply to Layout. I'd also like to know what "Custom" means, but I will settle for maximum for now.
Is this option available under PlotSettings somewhere?
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.
I 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?
why 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
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 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 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.
For 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.
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?
My problem is related with the quality of a image.
My question is how to maintain high quality (original quality) of a image after resizing it?
If i resize it with same ratio like:
2816x2112px to 1600x1200px (4:3) 2816x1584px to 1920x1080px (16:9)
Mainly i use scale image option in Gimp. But now i need to resize many images for my work so i tried David's Batch Processor to resize my images. After using it, i found there is some quality promble with the resized image.
Then i tried, the scale option with, use quality setting from original image and JPEG quality parameter is 95, in gimp but the problem is same. I did it with also with David's batch processor- JPEG quality parameter is 95.
Other thing is that, the original image 2816x2112px (4:3), size- 3.6 MB is displaying in image viewer with 47% and the resized image 1600x1200px (4:3). size- 1.2 MB is displaying in image viewer with 83%, So my questions are: How can i check the quality of a image after resizing it, means the image is exactly same as the original? Or Is David's Batch Processor maintain the original quality of the images after resizing?. I realy need to resize many images for my work.
I have a background with a pattern overlay effect on it. I need to send my web developer a block of this pattern in jpg format so that he can translate it into a repeating pattern in the background of the site.
It seems that there must be an easy way to do this that I'm not getting. All I can think to do is to select a part of it on the screen and copy, but since it's already set up as a seamless pattern, I don't know where its "edges" are.
for the last few months out of no where photoshop all of a sudden stoped letting me grab the corners of my selections. it realy limits what i can do an d i would really love to kno how to fix it,
I can't grab more than one object at once. I'm also not seeing the bounding boxes around the objects. I must've pressed something that disabled me from being able to grab multiple objects.
I'm looking for a plugin that will allow me to capture a single frame into Photoshop from a video feed from a device using WDM or VFW (Video For Windows) drivers. I have a video device that is using WDM or VFW drivers, but no TWAIN or WIA driver is available for my device.
I need to be able to capture a frame into Photoshop from my video-input device which is using a WDM or VFW driver. I'm hoping if one does exist, it is compatible with Photoshop CS1, because I'm using that older version of Photoshop, and don't plan on upgrading yet (it seems to do almost anything I'd ever need a graphics program to do). I'm not even sure such an input plugin exists, but if it does