3ds Max :: Render Background Image To Planes / Bake Texture?
Oct 3, 2013
I saw a max demo at a show where they shattered the wall in a video/photo. The artist baked the background image to three planes (floor and two walls) like shown in the illustration, and then exploded one of these planes. It involved some kind of texture baking, but I didn't catch the whole process.
I'm trying to bake a material using render to texture dialog. The issue is that whenever i render a diffuse map, it only renders the faces visible in the viewport im working in. The rest of the uv faces are rendered black. All the tutorials i look at never have this problem. What's the issue?
I've rendered out hundreds of these before in 3DS max 2011 with no issue but in 2012 and 2013 the background colour of my ambient occlusion renders are black instead of being white for all the objects selected except for the first one. What's going wrong?
I set the colour to white in the render to texture window and if I select a single model it works fine but if I select the same model plus others, the first one is saved fine but the others all have a black background. I'm saving them as TGAs which is my preferred option and as I said has been working in 2011.
The same scene, same settings, produce 2 very different outputs in max 2011 and 2012, render to texture for normals is currently useless in max 2012.
The blue one is a correct tangent normal map created from a sphere in max 2011, the colored one is the the one created inside max 2012 from the same objects and settings, and the last is another sample of normals generated in max 2012.
Is it the case that background image will be forced off when Sky Background and Illumination is turn on? I remember it should be possible as I did it before, but I am having this problem now.
I have been playing with GIMP now for several months and love the program. One problem I have run into is I cannot figure out render the background of an image transparent so it can be merged with another image. Now, I have tried to read the instructions numerous times, but I have no background in understanding what a path is and several other terms. I have failed time and again and finally decided this is not something I can learn to do on my own.
Warning: I'll be honest. I have no experience in any form of image manipulation and even simple things might need to be explained.
With Gimp 2.8 (Mac) I have made a 3D text with a YouTube tutorial. It looks like the Pulp Fiction logo. [URL]...........
How do I overlay a grungy texture, so the letters look 'older'?I tried making the texture image the top layer in the list on the right and then this: right click -> layer -> transparency -> color to alpha.But then, the 'see-through' texture covers the entire square transparent background! Not just the letters...So, how do I add a transparent texture layer over a shaped image that has a transparent background?
i'm experimenting with texture baking / render to texture. I've setup a simple scene with a box and a sphere and a omni light, no exposure, mental ray. I've rendered to texture the "complete map" for both. Then i've switched to default scanline renderer, put the baked materials to 100 self illumination, but the result (on the right) is more saturated and darker of the original render (on the left).
I've tried with different setups, but the result is the same.
I am trying to bake a light map by using render to texture. However, for some reason, whenever I render in a texture higher than256x256, it cuts off some portion of the map at the top. I do have the unwrap all in the box. This seems to just happen at random. I had this happen in 3dsmax 2013 on windows 7. I now have windows 8 and 3ds max 2014, but it is still doing it. I am, however, using the save from the former.
Any good 3d party texture baker. They bake hi-res things forever and neigther can bake complex procedural shaders and details with transparency properly.
Is there any 3d party render that could be considered for texture baking? I tried Vray but it's even slower in baking. Is there anything other to try? I mean something with a speed of Modo texture baking for example?
Looking for uick render settings for texture baking? Mental rey or scanline. Prerhaps I should degerade or avoid something not tailored for texture baking. What would be a prefered way for indirect illumination or ambient occlusion? Is there a renderer that would respect edited vertex normals on low poly shells while doing baking?
Is it possible to render to texture with the gamma set to 2.0?
I am working with Vray and i set the gamma to 2.0, the render works fine, but the Render to Texture seems to be bypassing and neglecting this value set in the Vray/Color Management, and the Gamma LUT settings, and it renders dark textures.
I can't seem to get max to render to texture properly with network rendering. it renders just fine on one machine, but whenever i run it through the network option it saves the wron part of the strip.
I have tried it with several different machines and several different files and none of them work.
I have to bake all textures in a 3DSmax / mental ray scene.I'm using "Render to texture" and I have 2 big problems :
1) How can I change the type of image file ? When only one object is selected I can access to "File Name and Type", but when all my scene objects are selected this option is not available. So the baked textures are .tga
2) The baked textures have a gamma value = 1. It's too dark, and I want a 2.2 gamma value.
I have got troubles with textures in the new Inventor 2013. When I try to programmatically change a texture in a render style of a part (no matter, whether I use an existing render style or create a new one), when I set the texture file name, Inventor throws an exception "Bad argument". In Inventor 2012, it worked. How textures should be set in the new Inventor?
Sample
PartDocument partDoc = ... some initialization RenderStyle newRenderStyle = partDoc.RenderStyles.Add("newRenderStyle"); newRenderStyle.TextureFilename = newTexFilename; //this throws an exception bad format, even if the texture is in the Inventor textures directory partDoc.ActiveRenderStyle = newRenderStyle;
I was wondering if I can have two image planes in a viewport. I like to have an image in the background to use as a reference sometimes but I can't figure out a way to put more than one image at a time.
Everything draws correctly in shaded mode but it you are in wireframe mode with the object selected at the object level the grid and the selected object no longer draw.
I make pdf ainally and if I just paste texture into all pages = huge size pdf. When I make it in microsoftword all background pictures have weight as one pic.
Im trying to render a model without the background . I've changed the resolution to 1920x1080 and it seems like autocad rendering all the background+the model to this resolution, so the final result is a lot of background and a model that you cant see the details. the file should be a jpeg or other common picture format but in high resolution.the picture attached is what i got
I have created a moving background and I am rendering it in PHOTO JPEG format but when I convert it to .GIF to post it on my website, it takes away all the high quality. It is a moving background, what is the best format to render it in to post it as the website's background?
I create an original art in X5--I use a backround texture fill- (DRAPES)--my vector art prints complete-but the texture fill backround only prints in sections--maybe the size I am printing (13 x 19) is a problem??
My designer just sent me some background texture files in jpg format but they actually need to be in png. Am I able to convert these jpg to png without losing quality, or do I need to ask her to generate the png from the original file?