from 2012 to 2013 im having a hard time of getting my bitmaps to show on my planes. I add the image to the difuse in material editor. I've clicked the apply and the show material on map.. yet im still seeing a grey image on my plane and not the bitmap..
I am new to 3ds Max and trying to teach myself using a tutorial book - Mastering Autodesk 3ds Max Design 2011, however I am using 2012 version.
I am on a step where it is explaining how to assign a bitmap image onto a plane, however, I cannot get the image to show up.
I create my plane add the image to the diffuse map deselect real-world scale option change the tiling value for U V to 1 and deselect tiling for both select the plane I want to add the image to click the assign material to selection button (I dont see anything change at this point) Then the final step it says to click the "show standard map in viewport button" - I cannot locate this button within the material editor... there is a grayed out "put material to scene" a "show shaded material in viewport" ??? neither seems to do anything?
I have just got Autodesk 3DS Max 2014...I have started off trying some blueprints but can't seem to work out about bitmap and texturing the planes Basically I have made the plane the same dimensions of the image, but it either tiles the image a lot or has a very small size.Is there any way to fix this without changing the size of U & V.
I just downloaded 2013, and I am trying to learn how to use it through a book to work with my future school designs. I, of course, have little assignments to do to learn how to work the basics of this program. I am at the point where I am creating a bitmap image onto a plane. I worked it the book's way, and the selected plane did not change to the image I chose; it remained a gray color. I then looked up tutorials online and have the same results. The material editor is changing, but not in the viewport.
I try to set up a plane as a background. In order to do that, I have tried to create a plane, use material editor to add a bitmap to a slot and drag it to the plane. However, each time I do that, 3DS Max doesn't let me drop it in the plane. (A prohibition sign appears beneath the cursor).
I'm running Windows 7 Ultimate 64-Bit 3DS Max Design 2013 64-Bit.
I'm trying to add a video to a plane using 3ds Max 2012. I've watched two videos showing how to do it, unfortunately they are using old versions of 3dsMax, and their instructions aren't up to date.
I've made a plane, converted it to poly. I opened materials, found diffuse map in architectural, and clicked on bitmap. So I opened my Avi file. And what I believe what I am supposed to do now is drag from the circle to my plane. I see the video on my plane, but it is washed out gray. There is a box that says "diffuse color", where this color seems to come from, but I can't get rid of it.
Is there a method to add a work plane to a curved surface ? I need a construction plane adding to a curved surface to allow a sketch to to added to this plane, not sure if this is possible but the problem I have is adding a series of sketches to a curved surface to then extrude-cut for window openings.
Autodesk Inventor Professional 2013 SP2 64-Bit Edition Windows 7 HP Z400, Intel Xeon W3550 3.07GHz 12.0GB RAM, ATI FirePro V4800 (FireGL)
How to make a new work plane rotated at an angle to another plane and passing through the axis of a cylinder, or one of the main axes.On the plane commands, in V2013, i don't find an option for plane at an angle
I 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 ?
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!
I have a plane with an A&D mat applied to it. The material is very simple...just a bitmap loaded into the diffuse slot. How can I make the image be shown only on one side of the plane? Currently, I have mapping set to planer.
How to you warp text onto a plane in 3D space? In other words, have it presented at an angle as if it were on a grid where the vertical lines converged to a vanishing point.
I have been playing with Maya and Photoshop inorder to create an icon for the Web 2.0 revamping of my website. Here is a rough sketch of what I am trying to do:
It is a pseudo-globe coming out of a box in a way that it looks like a gift for the user.
The pseudo-globe will look something like this
And the box will be something like this
The logo will be in 3D and the words "Complete" and "Translations" will appear as if they are printed on the floor where the box rests against the edges of the box.
I imagine this must be an easy thing for many people here to answer. How do I do this? I have the basic forms already in Maya in the 3D space. How do I put the letters on the floor?
I am compositing an object into a scene with the perspective tools. I am using 2014 Max Design. I followed the Autodesk tutrorials and was doing fine until I needed to added the Matt/Shadow #24 material. It does not appear as a choice under the standard list in slate. There is one in Mental Matt/ Shadows/ Reflections...which I tried to use but just get a black plane on rendering. Why I cant see Matt/Shadows #24? If not any how I might get the mental ray material to work?
Panning / dollying the camera, the image plane is still trying to maintain a 'forward' looking view to the camera. I would like to lock the talent / image plane so that when I do a camera move, the talent is 'sticking' to the virtual news room I have used.
how to cast shadows onto a plane and not have the plane render so the background has the shadow overlayed on it?The top has the plane not renderable and the bottom is set to renderable under obj properties render control. Attached is a image that hopefully will enplane my question. I wish for the cast shadows to appear that they are on the back ground image which is the wood flooring.
I just happened to import a FBX object into 3ds max and I am not able to put a bitmap on it. Please take a look at the following image:
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The cube on the left is the imported FBX object and the one on the right is a native primitive created in 3Ds max. They both are using the same material and as you can see the one on the left(imported FBX object) doesn not have bitmap on it but the one on the right is just fine. Same thing happens when i do a final render.
I have a vector shape (which is simply four rounded rectangles) that I have converted to a 3D object, Next, I set my extrusion depth and caps just the way I want them now you can see I've angled the flat plane so it's a little oblique, but what I want to do now is map the 'face' of the extruded shape so instead of lying on a flat plane, the plane itself is warped like a sphere.
Imagine taking these 'chicklets' and pressing them onto a bowling ball instead of lying on a flat table.Is there any way to do that in CS6 or am I going to have to do this in another 3D application?
I have some faces and i want project them to xy plane (Top view). I want to get exterior boundary line of this model. To do this, i will ignore all dashed lines, but i cannot check a line is dashed line or not.
I've got the second floor of a building which is an attic, which is over 2 different levels, each of which has its own xref. The roof is sloped. I would like to vary the cut plane in the same view, so that both xrefs are respectively cut at 1500mm above floor level. This would mean using 2 different cut planes, one for each reference.
How to you warp text onto a plane in 3D space? In other words, have it presented at an angle as if it were on a grid where the vertical lines converged to a vanishing point.
I have been playing with Maya and Photoshop inorder to create an icon for the Web 2.0 revamping of my website. Here is a rough sketch of what I am trying to do:
It is a pseudo-globe coming out of a box in a way that it looks like a gift for the user.
The pseudo-globe will look something like this
And the box will be something like this
The logo will be in 3D and the words "Complete" and "Translations" will appear as if they are printed on the floor where the box rests against the edges of the box.
I imagine this must be an easy thing for many people here to answer. How do I do this? I have the basic forms already in Maya in the 3D space. How do I put the letters on the floor?
I have a very large and complicated file from a civil engineer with way more information in it then I need. I want to pull layers I need out of the civil dwg and into a new dwg.
A few problems with the civil dwg are, all lines not in same x/y plane, everything not at 0,0,0, layers need to be combined, layers need to be purged, etc
Would just copy and pasting the layers I need into a new file be a good way to approach this?
I have been working on this framing plan and come to find out - much of the text and some of the lines are being entered off of the 0 - Z plane. get everything down to 0? Flatten does not work and I have searched high and low for a resolution, but I'm not getting anywhere.
I know the lines are mostly at 0, which makes it very confusing that the text would enter off of the 0 - Z plane.
I found much info on creating 3D objects above X Y plane (which is Z), but I haven't been able to find info on creating objects on the underside of X Y plane (sub Z).
For example a normal cube requires minimum 8 vertices but of course there may be several width, height and length segments which increase the amount of vertices. If there are more than 8 vertices I would like to remove or combine them since for a single plane only 3 (triangle) or 4 (rectangle) vertices are required. On the other hand, I do not want to optimize anything else and this operation should be automatic (thus optimize and pro optimize are not perfect solutions).
Let's say I have an arbitrarily oriented plane, and somewhere above that plane, I have placed an object. Now, I want to calculate the closest point on that plane to the position of the object, and constrain a third object to that calculated position.
If I move the object above the plane around, the object on the plane should always move to a position where it is as close to the first object as possible without leaving the plane. Is there any reasonable way to do this with on-board 3ds 2012 features?