3ds Max :: Nitrous Continue To Tile Bitmap
May 30, 2011The Material editor by Nitrous, continue to tile the bitmap even if TILE is unchecked.
View 6 RepliesThe Material editor by Nitrous, continue to tile the bitmap even if TILE is unchecked.
View 6 RepliesI am currently using this method, creating a 1-bit bitmap from a grayscale "distress" texture bitmap, choosing transparent fill or outline depending on which area i need trasparent and powerclip it in text or other vector object.
Is there a way to achieve the same distress effect with transparency with FILL ? pattern fill maybe? eg can i save in some format this bitmap to use it maybe as a pattern in pattern fill and retain transparency ?
sample file (X4)
I have a screenshot, which I have cropped to a specific area to show a specific part of a window: a shape with a bitmap fill, or a cropped bitmap whichever way you consider it.
Next I have another screenshot, of exactly the same dimensions, showing the same window - but showing that window in a different state.
Both screenshots are bitmaps in my document, both appear in the Bitmap Gallery.
I'm not sure if something changed in recent versions of Xara, or I have forgotten the drag+key combination, but how can I drag the second bitmap onto a copy of the first bitmap-filled shape so that the SAME part of the bitmap is shown?
Using different combinations of SHIFT and CTRL I seem to be able to replace all instances of the first bitmap with the second: It is scary that a shape with a bitmap fill offscreen or on another page can be changed unwittingly!
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 RelatedWorks as it should in Direct3d but Nitrous displays specular weaker than it should. It shows up correctly when you render though.
View 1 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?
View 3 Replies View RelatedI've been using PS since version 3. I currently run CS2 on Windows XP service pack 2. I've been using CS2 since it was first released. Now, all of a sudden, anytime I install or uninstall a program, whether it is related to Photoshop or not, when I start CS2 I get a window that says "You are not allowed to continue because your account does not have the proper privileges" and the program aborts. The first time this happened and after I had restarted CS2 for the 4th time it started normally. Since then it requires at least one restart (not reboot)after the error and then CS2 starts normally. Anyone have any idea of what is going on here? The first time it happened was right after I had installed a new HP AIO printer and I thought that may have had something to do with it. However, I have installed a couple of other programs and uninstalled another, none of them related in any way to CS2, and I get the error the next time I run CS2. I have found some posts about this but no answers, and most of the posts were related to Vista, not XP.
View 13 Replies View RelatedI have just installed Adobe Photoshop CS2 on my Windows Vista Home Laptop.
When I try to run it, I get a message in a window titled "Adobe Activation" saying: "You are not allowed to continue because your account does not have the proper privileges. Please log in using an account with administrator privileges and try again."
I am logged in as an administrator and have installed all my applications using the same login. Though the version I have installed is not yet registered, I am unable to even get to the registation screen as once you click OK on the dialogue, Adobe Photoshop closes.
how I can get round this without opening up any security loop holes?
I purchased a new copy of PS CS2 and after install, I activate it and it says information was sent. Then a few seconds later I receive an error message:
"An error has been detected and activation cannot continue. Please restart your computer and reinstall application."
I have reinstalled at least six time, even once via SAFE MODE. I have installed via two different CD rom drives, I have followed all the suggested fixes and nothing seems to work.
I then installed on my laptop, and I receive the same error message.
I can, on both computers, open ImageReady CS2 and use it; it seems to be affecting only PS CS2.
Compaq desktop:
Processor is a P4 3.4 Ghz
ATI X600 Video board
3gb RAM
Windows XP SP2
Viewsonic Digital Monitor
HP Laptop:
AMD 2.0 Ghz processor
ATI express 200 grapics board
2gb RAM
I've saved a file with paths as .xcf and I can call up the paths again in the paths dockable dialogue. But I can't actually see the anchors or edit the paths. How can I continue working on a path I was working on before?
View 2 Replies View RelatedI really love the new feature in Autodesk 3dsMax 2013 and 2014 which allows you to save your MAX file to an older format, this has been a great addition and useful a lot with the work and staff we associate with who all have different versions of 3dsMax.
Question... is there a setting in 3dsMax which you can enable/disable which once you save to an older version 3dsMax will continue to save to this version. Example... we're using 3dsMax 2014 and our clients are using 3dsMax 2012 so we will: File > Save As > Save as 3dsMax 2012 format. However during the modelling process staff will click the Save button in the toolbar or Hotkey "CTRL + S" to quicksave and this will default back to 3dsMax 2014 format. 3dsMax files then get delivered to the client and they can't open it.
The information is provided in the Properties so it 3dsMax does know what format the user has specified to save the file in.
One of the users in my office is getting the "AutoCAD cannot continue" error in AutoCAD Architecture 2012. I've read a few of the discussions concerning this issue in earlier versions.
View 2 Replies View RelatedI am removing the background on a detailed object(s). I removed the initial part..the ants started marching. Then I pushed "control click", and started on another section..the ants started marching on that piece. Then I moved to my 3rd section doing the same. But when you click your final at your beginning on your 3rd section, the ants start marching there also..but you lose the sections you did previously. So I went to "undo", clicked that, and got my previous sections "back".
But my question is..how can I continue taking out the background in this picture...there are a lot of openings between arms and bodies etc., where I need to remove the background. I've tried removing the background on a detailed image one time before, and the same thing happened. Gimp will only allow you to remove so much, and if you try to remove more, it cancels out what you previously tried to remove...how can I continue removing the background on his image, being the image already has an alpha channel over it. If you try to continue after saving the present image to path/invert...you will lose the image your trying to save in the second process.
I need to write a script that export artboards as PSD then open these files in Photoshop in order to continue the processing.
So here´s basically the concept:
#target illustrator
...body of the code to be executed in Illustrator, concluding with the document.exportFile (...) method; //it´s perfect up here. It generates the PSD properly.
if (app.activeDocument.artboards.length == 1){ //if the Ai File had only one artboard then I know only 1 PSD file was exported. So I need to open this document and continue in Photoshop
...execute this first code in Photoshop.
};
else
if (app.activeDocument.artboards.length > 1){
...execute this second code inn Photoshop
};
The problem is. How it could change the target application in the middle of the script? (this case, inside an IF loop)?
I tried to read about BridgeTalk but perhaps I did not understand it right. Should I send the code portion as a "message" to Photoshop?
I have an ID-book made out of 10 InDesign documents. Everything is fine, but one thing.
One of the chapters (#4) is made out of two ID documents: "chapter4a.indd“ and "chapter4b.indd". The chapter number, which is automatically given by the book, is correct: 4. But the numbering of the next below level (4.x) is wrong. In the file „chapter4a.indd“ I have the sub-chapters 4.1, 4.2 and 4.3. But in the „chapter4b.indd“ it starts yet again with 4.1 instead of 4.4.
Where is the mistake?
Merging the two ID files "chapter4a.indd“ and "chapter4b.indd" into one is not an option, unfortunately.
Is it possible to let the sublevel chapter number (4.x) continue after the ID-document change or does it start always at ".1" once again because it's in a new document?