3ds Max :: Nitrous - Show Shaded Material In Viewport
Oct 24, 2012
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?
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 am trying to throw a screen shot up onto a TV model to make my rendering more fun and I can't get it to work right!!!
I duplicated one of the standard plastic materials in Revit's lib and replaced the color with a cutom image (first tried jpg then png). I had to tweak the transforms to get it to fit the screen. Looks great in the camera view but when I render the transforms are off.
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.
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 have an object with a UV map on tiles U0_v0 and U1_V0. I have assigned a standard material to the object, the material has a composite map in its Diffuse Color slot. The composite map has 2 bitmaps in layers 1 and 2, each set on a different tile.
In every viewport only layer 1 is displayed correctly (with Smooth + Highlights shading) while Layer 2 is displayed as if with Flat Shading (swapping the bitmaps confirms that layer 1 always gets priority). Here is an example:
I will add that it renders correctly and this is a viewport thing, in any case I have tried changing the direct 3d settings in the display drivers window (preferences settings > viewport tab) and nothing so far has worked.
I've also tried hardware shading in individual viewports, nothing.I then tried installing different drivers but that did not work either. I'm using an fx quadro with the latest nvidia drivers on windows 7 x64 by the way.
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?
How to use the "Shaded Viewport Options" in the Plot dialog box? We saw an option for Sketchy in the dropdown menu but I can't find any information about how to use it, or how to change the settings, or even what the intent is for it. When we have selected it and viewed in Preview it shows up as a mass of lines too dense to be usable.
In max 2012 with latest updates as of 12/12/12 the function for seeing what faces/polys i have selected in subobject does not work. I hit F2 with no effect at all but F3 and F4 have an effect.
Im having trouble with my viewport once my material editor is open. If I try to play my animation once my material editor is up it plays very very choppy. It didn't before I open the material editor. Its happening with all my scenes and I don't have any animated maps or very high res maps in the scene. Most of my scenes are very simple and still getting choppy viewport playback. If I close down the Material editor I still get the same performance when I play my animation. The only thing that I have be able to do to fix this is restarting max. Once I restart max it will work fine as longs as i don't open the material editor up. I have a top of the line machine from HP so i don't know what is going on.
I added a uvw map/bitmap image to the material editor. The image shows fine in the material editor but when i apply it to the object which is just a plane it doesn't show it in the viewports.
I clicked on a new material ball, clicked the box next to diffuse, selected bitmap. Opened a jpeg file of the material Im using. It showed uo on the material editor ball. Then when I apply it to my object it just turns grey.
How to make the name of a material show up in the Compact Material Editor? For instance, if I double-click on a standard material, and put it into the first material slot, the name stays "Default-01" instead of "Concrete_brown_stucco" (for instance).
This isn't a BIG deal but it's just one more thing to slow the workflow down !
When I add a skylight to my scene, then enable "Smooth + Highlight" with "Illuminate with Scene Lights", nothing is lit by the skylight. Is there any way to get the viewport to show me how the skylight is lighting my scene?
3DSMax 2011 | Windows 7 Ultimate x64 Apple iMac 27" Bootcamp Intel Core i7 3.4GHz 16GB RAM ATI (AMD) Radeon HD 6970M
how to show the viewport controls in Max 2013. I can only access some by hitting 'V' on the keyboard, but they are no longer in the upper left hand corner of each viewport.
I am having trouble having objects set to 'Phase Created' = Existing to show a desired material. They are all a dark grey.
I have gone into 'Manage', and "Phases" under 'Phasing', and under the tab, 'Graphic Overrides', changed 'Material' for 'Existing to "Phase - New". But this did not change anything.
rencently I am testing the PFlow. I do not know why I could not see my mapped particles in the viewport I projected a plane with map to particles. Pic 1 is I captured PFlow nodes. Pic 2 is the one I rendered out. Even I used Data operator, still I could not get it working. I also tried in 3ds max 2013, the same thing.
my viewport is set for 2d wireframe, even when i have certain layers turned off or frozen the viewable lines in the layyers that are 'on' are broken as if i was in 2D hidden. text wont show up if over a "box" entity, no matter what elevation i set it at. The results come out upon printing as well.
There must be a display setting i am unaware of to fix this. Why do certain entities override others even if the later is at an elevation above it? Someone referred to draw order before but I still do not understand how to make that work.
I wanna confirm this bug. I'm almost sure it's generalized but who knows. But in most systems I've tried I couldn't get Gradient Ramp to show as viewport background when using Nitrous.
System specs vary greatly from Mac Pros to Dells and ATI and Geforces and one QuadroFX 3700. Most with recent graphic drivers.
I am running the antique CAD 2004 and went to layouts to start setting up a page. When I drew in the view port, it does not show anything of the model space, zero, zip, nada. Tried "Scale to fit", a new view port with no luck. I opened another project file, it work perfectly, just not this one. It doesn't have any Xref's that I can see, but it does have some proxy objects.
there is a way to show or hide a specific object (not the layer it is sitting in) in a specified viewport without affecting its visibility in model space or other viewports. I came across a .vlx file from www.cadstudio.cz/dl./hideshow.vlx that does the job of showing or hiding an object in model space( and hence in all viewports).
Am trying to use millimeters for the first time. In model space, I set UNITS to millimeters. I draw a 5 unit line. No problem. I go to a layout tab and the viewport shows a 5" line, using a 1:1 scale. How do I make the viewport show a true 5mm line? If I choose inches as my units, the viewport scale is true 1:1 scale
Dimensions show when viewport style is set to 2d wire frame, but only show when they are draged outside the viewport frame when it is set to 3D hidden. Policy is no diemensions in modle space. So how do I show dimensions in paper space with the viewport style set to 3D hidden?