I am getting a weird shading artifact in my viewports when I create primitives with curved surfaces, such as a sphere or a torus. It doesn't show up when making boxes.Here is a picture showing what I mean.
All I have done is clicked and dragged to create a sphere primitive. I have then moved it to different positions on the viewport to show how the artifact changes when its position is changed.
This happens in all viewports, in both "Shaded" and "Realistic" settings.
In the perspective viewport ONLY, i have spotty/broken poly edge lines with Viewport clipping turned 'on' and adjusted to allow zooming in more.
Max wasn't doing this until day before yesterday. the only thing i did to my system or max was use the FloorGenerator/MultiTexture script and plugin from CG-Source.
Removing the files from CG-Source did NOT resolve this issue. i've also applied EVERY hotfix/update from Autodesk and have the 'most current' drivers from NVidia.
Here's a viewport grab demonstrating what is happening (using Nitrous).
My system is not weak, though i could use a better processor:
Problem: When I create a new viewport, another viewport's paperspace blanks out or disappears. When I copy a viewport over, the new VP doesn't show anything and you can't maximize/"enter" its paperspace; it's like a simple rectangle, but the properties box says it is indeed a viewport.
Ex. Viewport 1 shows the top view of an object, Viewport 2 shows the right side view... as soon as I add Viewport 3, the top view in VP 1 blacks out. I attempt to ReDraw, Regenerate, etc, but it doesn't re-appear. I've run Plot Preview to see if maybe it's just a fluke with the graphics card on my screen, but alas, even in plot preview the viewport is blanked out.
It almost seems like there is a limited number of viewports I can use.
Solution: Run the MaxActVP command and set the value to a number greater than the number of VPs you actually need. This particular file had that value set at 2; hence, why a new, third VP blanked out the first one.
I have a drawing with a viewport that fits to the page. And I created another smaller viewport over top that just shows the legend. Now when I try to double click inside the smaller viewport it always goes into the larger one. I have tried bringing the smaller one to the front but that didn't work. I know that I can clip the larger viewport around the smaller one or bring the legend right into paperspace or slid the smaller one off to the side work in it and slide it back. This is more out of curiosity of how to get into the smaller viewport.
I am wanting to insert a second viewport over an existing viewport and have the information in the existing viewport behind the second viewport and not seen. I want the second viewport boundary to be the "trimming" edge of the existing viewport. How do I do this?
I did a test drawing with 4 viewports in paperspace.I frozen a layer in each viewport (as a viewport override, not global), and wrote code to gather info on layer overrides in viewports.The function takes in a database, and is generally used on drawings only open in memory:
the odd thing is it never finds the frozen viewports on the first viewport. It catches the others fine.I cannot see anything odd either, the counts of viewports and layers are all correct, and the drawing has no problems.Is there something that must be done to initialize the mechanism that reads viewport overrides?
Here is a still from what will be a trade show video. The problem is that the longitudinal lines are a bit wobbly, especially near the poles, for instance in the top right quadrant, between the orange and yellow earplugs. [URL]..........
I created a new 3D object with the preset sphere from a layer that is a grid of my client's products. As the sphere rotates, the black edges of the grid straighten out as they come around to the front, and then get wobbly again as they approach the edge of the sphere. At first, I made the black part of the grid from a bitmap mask (which had caused a problem in an earlier 3D file) but no, same problem when I made the grid from a vector mask.
Pretty sure it is not a hardware issue as I have gone thru all the optimization steps for using the Mercury Graphics Engine on my quad-core iMac 27" with a supported video card, and the latest version of OSX.
I'm trying to make a marble ball that looks wet, thus a reflection. I can pretty much get the ball (albeit not extremely realistic) and some what of a reflection idea going on after looking at some reflection tuts, but the reflection just doesn't seem to wrap right or something, it just seems...unnatural.
Is it possible to make the above in PS, then possible animate via IR to spin on on axis, also how hard would it be to put rings around the sphere (like Jupiter(?)
I believe I found this in CS2, but now I can not find it in CS3. Wasn't there a sphere tool that allowed you to wrap a bitmap image on a spherical or cylindrical curve, like a soda can or sports helmet?
We no longer have Reactor Softbody, so if I wanted a sphere to be dropped on to a table how do I get it to squash and deform as it hits the table (other than doing it manually with a FFD etc)
MassFX would do the basics of that but I can't see how it could deform the mesh?
What is the proper way to apply the symmetry modifier to a sphere ? I created this custom android bot. After I create a sphere with hemisphere I create the eye and split the sphere in two then zero it out on the grid. Then I apply the modifier. When I do that it does not project the other half of the sphere even when it's on flip and x axis. The mirror part is kind of on the back side of the sphere. What happens is I have to rotate the mirror part to line it up and up the thresh hold a lot to get the back side to connect.
I am using Autocad 2010. I need to draw curved lines on the surface of a sphere, but how to achieve this? I need to sweep a profile across the surface of the sphere.
So I'm a novice at making 3D objects in Illustrator. I'm attempting to make a cut sphere in Illustrator. I'm not sure if what I want to achieve is best done through pen tool and gradients or 3D revolve. Here are some screenshots of my attemps thus far:
This one is with the pen tool:
This is as far as I got with the 3D Revolve:
I'm trying to have a sphere within a sphere, with the outer sphere being cut revealing some of the inner sphere. The outer sphere will have a lower opacity.
I'm having a challeng with creating the look I want using 3D Revolve. The sphere is part of a logo, and needs to essentially match the color of part of the logo, but I also want it to have a smooth 3D quality. To start, here's the color I want to be predominant in the sphere: Here's what I've come up with thus far:This is as close as I've been able to get to the original color, but there's no gradation between the shades. Here are the 3D Revolve settings:
And here's another experiment: This has the blend from dark to light I'm looking for, but the base color has become much more purple, and doesn't really match the original. Here are the settings for this version:
I've played around with diffuse shading, but haven't even come as close as these two samples. So basically, what I'm looking for is the base color of the first sample (maybe a little lighter), with the blend from dark to light of the second.
I have a sphere which I'm able to project on a sketch of smaller circles which I'd like to engrave over it's surface, yet I want each of them to be perpendicular to the surface of the sphere in each point. Emboss doesn't do the trick, it just makes the engraving perpendicular to the plane.
As part of the automation requirements we are working on (through the .NET interface), we would like to find out whether a given drawing contains a sphere and if it does we would like to know its properties. We are doing something like this, to loop through the database and am able to get all Solid3d type of objects.
What I would like to know, if a given solid3d object is a sphere or otherwise. The code snippet is pasted here for reference:
bool bContainsSphere = false; foreach (ObjectId Id in Ids) { DBObject oObject = ts.GetObject(Id, OpenMode.ForRead); if (oObject.GetType().Name == "Solid3d")
I'm trying to find a quick way to realistically wrap text onto the surface of this sphere, and initial experiments in CS2 with the Arc warp and some perspective finangling have proved below expectations.
placing text on a sphere. I've seperated a golf ball from a different picture and would like to place text on it, any ideas on making it look as if it was there when the picture was taken?
how I can create a similar looking image, I want to learn to make my spheres into perfect circles and I want to learn how they do the effect at the top center to gather all the words tightly at the tip.
I want to put text on a Christmas ornament. How can I make it look like it's actually printed on the 3-d sphere? I've tried warp text, but that doesn't look right either. Is there a way to do it? Is there some sort of text path tool and then I can apply warp?
I was checking out this tutorial on wrapping a bitmap around a sphere, and I downloaded the referenced filters. The filters did not seem to work. The spherical mould tool seems not to work for me either.