When I merge geometry into a scene that is already using the same materials, it prompts me what I want to do. I always select "Use scene materials"...however, whenever I look at the slate, it shows duplicates all over the place. To keep mat library optimized becomes a task when you are dealing with a lot of materials.
Why does MAX not listen to me when I tell it to use the scene materials that have matching names?
A while ago I thought I saw in a tutorial the ability to merger materials from another scene without merging the geometry. I have dug around a bit but can't figure out how to do this, or if it's even possible.
In the 2010 M/MapBrowser I could save all scene materials to a .mat library with two mouse clicks. I can't see how to do this in the new M/MapBrowser except dragging them one by one into the new mat tab.
Is there a way to "clean up" the material editor of unused materials? i.e. in Maya you can choose to delete unused nodes, so the only materials that remain are the ones in your scene.
I have a modell that is made with the system scale set to mm, and try to merge the modell in to a scene with the system scale set to m. The merged modell appear 100 times bigger than it should.
I have multiple cylinders of increasing radius surrounding each over i.e first cylinder radius 0-5mm, 2nd 5-10m etc. (attached: cylinders.jpg). For the operand I'm using a solid cude - hollowed out in a particular shape i.e. using it like you would a physical mold.
Using ProBoolean Subtract I can successfully subtract the operand from one cylinder at a time, but not all the cylinders at once. I have up to 20 cylinders so it takes sometime to do individually (attached: subtract result).
If i 'Proboolean Merge' the cyclinders they become the one geometry and each cylinder looses its individual material.
How can I merge the cylinders such that I can perform the subtraction on them all in one go but they retain thier materials?
I want to put multiple people in the scene. So I'm trying to import people.fbx into the scene. It succeed at the first time. I grouped the meshes and skeleton and name it in name people1. But I can't import the same people.fbx again. Is there any way to import one .fbx into the scene for multiple times?
how can i import anything into my scene without adding those suffex into each geometry or node existed in the imported scene..sometime i have to import scene which has alot of nodes any geometry into another one, but i'll fall in many troubles like renaming anyman more which is inconvenent at all.
I am having a problem with merging a pre-textured object into my current scene. The object initially is successful however when it comes to rendering I get an error stating that the textures cannot be located.
I have download building model in 3ds format, when i import the model into scene. the polygons of the model colliding each. what may be the problem. they have used very low mesh with lot of Boolean. how to recover this model or i have to create new? . i have attached the screen shot also.
One of our client facing problems that Autodesk 3ds max 2011-64 bit does not show the option to import “.mov” file as bitmap map in materials and also not render in “.mov” format whereas Autodesk 3ds max 2011-32 bit does.
They had installed only Autodesk 3ds max 2011 64 bit only on their machine and don’t want to install it’s 32 bit version.
I would like to be able to export the complete materials library into for instance Excel and edit and add new materials and then import the whole thing into Inventor again.
I am working on modeling a residential house and I have been progressive positively on this project except that I now have to include earth and grass materials not available on the Material Browser of Autocad and also I want to draw 3D windows in Inventor that I would want to use effectively in the architectural drawing in Autocad. Is there a way to safely export the Inventor Assembly without losing the colors and rendering?
Does a process for importing INDIVIDUAL materials (saved as some_material.styxml) that had been exported from Inventor 2011 or 2012 into the 2013 Inventor Material Library?
I am not asking about converting the old libraries -- I know how to do that -- these are materials that were created for one-time (supposedly) use and exported from the 2012 Inventor file, but never saved to the older Inventor styles libraries. Operation was EASY in 2012 -- click the "Import" button on the styles manager dialog box.
No such button on the new materilas library manager, or am I missing something?
Only way I have been able to do this is create a 2102 part, import the STYXML file, apply the material to the 2012 part, then save the part & open it in 2013 & let 2013 import the style. Once the material style has been imported this way, it can be added to the Inventor Material Library, but this is a really nutty workaround that requires Inventor 2102 to be available...
I have a bunch of images that I would like to merge for HDR.These are RAW files. Should I open them in Photoshop and merge them/edit them before I import them into LR 3 or should I import first, do my keywords, etc. then export into PS. I am using CS4. I assume I shouldn't develop in LR3 until after the images are merged.
how to import layers? I need to merge two images together, but they are on seperate files and so on seperate layers, how can i put these two images onto one file?
First i got a big Adobe InDesign File where I already have designed a catalog. It's made through tables.
It looks like this:
So here's my problem. The article numbers are already filled in. And I have a .csv file with 3 different colums. Art.Number, StandardPrice, DaliPrice It looks like this:
So now i want to import only the prices from this file, because the article numbers are already filled in. If i try to import the .csv file through data merge --> create merged document i am not able to choose this field which i marked blue (dataset). I don't know why... maybe i have to format my csv file different?
And also if i try to show the preview it only takes the data from the first line in my csv file. So somehow i have to merge the fields from the csv file with the article number which is already in my indesign file.
All those fields who look like this------>
are from an plugin which is calls easy catalog... but i think i won't need this plugin... i am sure it's also possible with data merge.
I have a project involving 3 programs. I am creating a planned development in 3d to be 3d printed when finished. The project is a 5 acre tract containing 8 buildings. I have built the surface in C3D and each building in Revit. The buildings are not in the same Revit file. For my solid work, I will bring the files over into 3ds Max Design to section into smaller quadrants to build in the 3d printer.
The questions:
Would it be better to import the surface into Revit to merge surface and buildings together?
Would it be better to import the buildings into C3D to merge entities?
Would it be better to bring those entities into 3ds Max and then merge them into one? Will 3ds Max Design allow me to insert entities accurately in the environment?
Why cant I save a cdr job with all the merge fields setup so that next time I open the file I can go straight to 'merge to new document'.
So Ive set up a 10 to view raffle tickets job. Inserted 20 numerical merge fields, positioned, resized, applied font size color alignment etc etc etc.. Takes ages..... So then merge to a new document, works nice and I can save it fine.
There are a hundred reasons why i may have to close the 'master' merge file before the job has been successfully printed. It may be a repeat print job.
Any which way I really dont get why the live merge data fields are lost on closing the file.
For what I need Photoshop for, I use CMD-E all the time to create raster graphics from vector shapes. I often use this feature to combine shape layers to create buttons. So, this completely destroys my work flow. The only work around I've found is to create an additional raster layer to merge with the vector layers.
When I render a 3D scene in Photoshop CS6, is the GPU of my system of any use? Whenever I render any 3D scene in PS, I have noticed that the GPU stays idle, it does nothing, everything seems to be done by the CPU. Is it supposed to be this way?
OpenGL _is_ correctly enabled in PS and I have just one video card in my system (GTX660 Ti 3GB).
I have been using VS for quite some time, along with my Panasonic GS500. When capturing my video, VS would create a file for every start /stop of the video. I shoot high school football. This is extremely convenient for cataloging plays, because each play is its own file. I know that "Split by Scene" is available, but it does not create a file for each play.I recently purchased a Canon XH-A1s and wanted to move to HD. will the new Canon camera and VS Pro X4 provide for the same type of capture, when optioned for HD.
I am using VS Pro X4 on a Windows XP Pro PC. When I 'capture' video from by vidcam (DV tapes) using 'split by scene' all the resulting clips all contain the first frame of the following clip.
I had this problem a year ago using my laptop on a VIsta Business platform and though that perhaps the 'problem' had something to do with Vista (well Vista isn't everyone's ideal platform) but now I am experiencing it on an XP PC so I am thinking that it is caused by VS Pro X4.
Is there a fix for this and/or a setting to stop this annoying problem. I am thinking that if No then I should reinstall VS 9, which I never had this problem with, just to allow me to capture video by scene correctly.
I'm new to 3ds max (and 3d modelling) so am possibly just superimposing my 2D graphics skills onto the 3D realm, but, here's a shot.
I've got a very complex scene, a room with walls, a floor any many objects inside. I want to simply select half of the visible room from a top viewport and simply cut it out (crop). The problem is some of the objects span across the whole room and they get removed completely rendering me with less than half of the room. Is there some function which simply removes the object wholly if it is completely in the selected area, otherwise just partially cut out the section that is selected if the only part of the objects area is selected?