I'm getting a render error on my reflections, at first I thought it was a distributed render/network problem, but it also comes up in a non-distributed render. I've tried raytraced and mapped reflections and it still appears. My environment map is an HDR image, but it also happens with a tif file. It's like the reflection level is changing between buckets.
I am rendering an interior animation of a church for a client and after rendering a few frames with backburner on my offices network, I noticed that a lot of the frames have black faces that appear on the walls, then disappear in other frames. In particular the central column in the first attached image, the second image is how it should look. I've created both photon maps for GI and Final gather maps for most of the animation.
I'm running 3DS Max Design 2011 on a Dell Precision T5500 Intel Xeon CPU E5520 @2.27 GHz 2.26 GHz, 12 G Ram
I rendered an interior scene. It took 17 hours 17 minutes and 35 seconds !!!
I used all arch and design materials. Some are used from material library. I am not really convinced with the output i made. I think there in nothing in the scene that making the render too high.
I m using
Core i7 2600 3.4 GHz 4 cores 8 threads 8 GB ram 1 GB geforce GTS 450 DDR3 win 7 64 bit 3ds max 2011 64 bit
I just finished installing autodesk 3ds max 2012-64 bit. There's a small problem that im facing due to which my work is getting delayed.
Description: 1. The model is completed. 2. Renderer is assigned to 'mental ray'. 3. When in the material editor, when i click on "Arch and Design", the drop down template is MISSING.
I keep getting a dialogue box that says "Revit was unable to render the view due to an unknown error during render calculations. The rendering operation will be canceled." The only option is to click "close" and when i do so, it continues to render but only the sky and grass. My buildings are not present.
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.
I have created a 3d model of a football stadium, but when I try to render it, it comes up with this message and it cannot render the scene. I've tried everything I can to fix it, but nothing has worked.
Each time I want to have batch render with 4 camera views. I thought it would provide me with elements along with it. But it just brings me only one file as I set .png.
I know it works with State Set by changing camera view. But Batch render should work too.
I can´t believe it. Save 50% Rendertime. Fix the Render Elements Bug with Render Optimizer V3! deactivate "contrast all Buffers" with RO V3, and you have the same speed as Vray Renderelements.2014 can comming! URL....
Okey, so I want to render a normal map directly from render production. Pretty much like the Viewport Filter "Normal map" in Mudbox. Can this be done? And I also want to make clear that I do not want to use "render to texture". I dont want to do any projection against an other mesh, I want to do it directly to the camera.
Yesterday Ae was working perfectly. Today, Ae will not render compositions in the render queue or in AME? If I try to render from Ae,I get this error message:
and I can fin nothing about this error anywhere on line.
X6 changes the well known behavior. If I align two texts the vertical alignment checkvboxes are greyed and the option is first line. I have been working differently for ages. How can I fix the settings to "bounding box" like it used to be .
I am working on a graphic that has a large circle in the center surrounded by 7 smaller circles. How do I evenly distribute the 7 outer circles around the larger center circle. I am using CS2.
i downloaded a 3ds max file from the internet and i would like to copy an object inside it to my own drawing. my drawing is using mental ray renderer while the object from the downloaded file is using vray materials. is there any way to convert or else to render the object so i can render it in mental ray?
I would like to align the edges of two anchor points. But when I try, the alignments are disabled. It seems this is only posibble for aligning multiple shapes, but not for individual anchor points. It would be nice if this works the same as in illustrator.
Is there a possibility to distribute a batch task between several computers? For example rendering raw files into jpgs and applying actions.
On bigger events it would greatly reduce the waiting time for the processed files. Instead of one computer working for two hours, maybe two machines could do it in an hour?
Of course I can split the files and start two separate batch tasks on separate computers but a task server would make the workflow easier. 3D and video software have a lot of options for distributed rendering..
I have 12 images (100x100) and I want to place them in grid layout with 3 cols and 4 rows so the result is a 400x300 image . How can I do it automatically? i.e., not creating an empty file, and placing images one by one .
Any way to distribute a set of variously-sized 2D objects on a 2D surface in Photoshop or Illustrator? Illustrator lets you align objects evenly along a 1D line, but I want the objects to basically fill a surface evenly.
A simple way of phrasing this is: I have a set of X objects of different size (or shape). I want them to be as close to each other as possible, but without overlapping. It should be easy for software to find the perfect composition to minimize "air gap" between them.
As a result, If I feed the program with shapes of various shape and size, I should get results like this:
wholesale-fabric-discount-store.com/images/Giraffe_Fabric.jpg (air gap between the objects is approx. mininal)
When using both align and distribute at once, all the items selected bunch up and do not space evenly. When using just align center, it works fine. When using distribute evenly (vertically), it works fine. But when using both, that's when the problem occurs.
I just switched from X5 to X6 and cannot figure out how to get align and distribute the way it did in X5 as a floating dialog box. Whenever I open it, it a docker and totally different. I'm used to the way it was in X5.
Is there a method to evenly distribute objects around a circle? I understand the horizontal and vertical alignment tools, but I'm not sure how to apply them in this situation. Attached are a sample picture of what I want to accomplish and the .xar file (XDP7).
I'm in need of fitting 10 groups on a document so that all 10 groups take up the least amount of space. To do that some of the groups need to be rotated when doing this manually. Is there a way for Illustrator to do this automatically? Ditributing and rotating several groups to take up less space on a given document size?
Say I have a group that consists solely of five triangles. Is it possible to use simultaneously align or distribute functions on while selecting just those five triangles? It seems like I can align up to four triangles at a time within the group, but when I select all five Illustrator interprets that I'm trying to align the entire group with another object outside of that group. Key objects don't seem to be supported in this situation.
I made a rectangle and converted it into a path. Type in the rectangle 16 words stacked one on top of the other. Used the Fit Headline for each word so it would fit the box no matter what the font size is. Attempted to use the Align tool, but it doesn't work. Used the Character flyout for spacing between each word, but it doesn't make and equal distribution.
I am somewhat new to AI and mostly working in PS, but I don't like the type quality in PS so on to AI. I do not know ID in case ayone was wondering.
I've always assumed that the order of the layers determined the order and position that shapes are moved in the Distribute function.
I'm having a wierd problem today and the order seems to be defined by something I can't figure out. I'm trying to vertically distribute a set of the same shape and instead of counting the shapes in order from left to right or vise versa the distribute function seems to be randomly picking the order of the shape, not basing it on location or layer order.
In both examples I have used a Vertical Distribute Center and both groups of shapes are ordered from left to right in the layers palette with the left most layer being the first layer and the right most shape being the last.
What is causing the shapes to be distributed in this order? How do I specify what the order is if it isn't based on layer or position order?