3ds Max :: How To Render All Permutations Of Material And Part
Mar 8, 2012
1) My object scene has 5 parts. I have 3 materials. I need to render all permutations of material and part. Right now I am feeding permutations in via a script but every render takes 4 minutes. As my number of materials grows my permutations become exponential and the render time can become 85 years very fast on 1 machine. Are there any ways in which this kind of permutation rendering can be done that get around this?
2) 1 render of my scene at 600x600 takes about 4 minutes. I would like to know what I can do to get that faster from a hardware point of view. I know you can tweak the mesh to reduce polygons, reduce numbers of lights and so on. I am not interested in those, instead, I am keen to learn what are the hardware bottlenecks for max rendering. The machine is a new quad core i7, 8GB RAM. Do I need a faster graphics card/GPU?
How do I change the a part material render style within an assembly?
I have tried this below. It changes the name but doesn't update the render style. Sub Material()Dim oassy As AssemblyDocumentSet oassy = ThisApplication.ActiveDocumentDim ocompdef As AssemblyComponentDefinitionSet ocompdef = oassy.ComponentDefinitionDim ooccurr As ComponentOccurrencesSet ooccurr = ocompdef.OccurrencesDim opartdef As ComponentDefinitionSet opartdef = ooccurr.Item(11).Definitionopartdef.Material.RenderStyle.Name = "Red"End Sub
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 have a problem with materials not evenly displaying across modified polygons.
I started with the dynamic object SPRING, duplicated it then converted both to editable polys. I attached the second poly to the first and bridge two ends to create a continuous spring (there is a reason in another project rather than just changing the height of the 1st spring).
When I apply a material, in this case a standard material that has the diffuse mapped to a bitmap that is a colour spectrum, I find that instead of having one continuous colour gradient from top to bottom, the spring has 3 definate areas that it applies the gradient to. The 3rd bridged area which itself is only a few polys, has the entire spectrum applied just to it.
I basically want a single change of colour from top to bottom that matches the material.
I'm thinking there are hidden settings when you attach polys together, that doesnt reset the overall mapping.
Below is a snapshot of the problem, where you can clearly see the gradient that applies itself through the top spring, bottom spring, and differently again in the bridged section. I couldn't provide the working file (.max), as the site doesn't allow this upload.
The contour values when place on the the render material of rock image it disappears so I had to place it on the side. how the image is use a render material?
I am trying to throw a screen shot up onto a TV model to make my rendering more fun and I can't get it to work right!!!
I duplicated one of the standard plastic materials in Revit's lib and replaced the color with a cutom image (first tried jpg then png). I had to tweak the transforms to get it to fit the screen. Looks great in the camera view but when I render the transforms are off.
I have an issue exporting my AutoCAD civil 3d model to 3d dwf. I have exported my model to 3d DWF and am viewing it in Navisworks. When the model is viewed in the full render mode the material surface is not in the correct place, it appears to several hundred units (the model is several km2) lower in the Y direction then it should be. In autocad civil 3d when the surface is selected and displayed in the object viewer it is displayed correctly. Is there any reason why this is happening or a workaround to fix it when exporting.
Notes: AutoCAD Civil 3d 2012. Navisworks 2012. Surface render material is a Jpeg. When I originally referenced the Jpeg the surface was mirrored (I understand this is a common problem with the software) and I had to mirror it along the X axis so that the Image was upside down but the material viewed correctly. It is not upside down in the 3d DWF, just moved down.
We have tested the difference between wall material take off and material part take off of the same wall.the wall consist of 20mm render, 230mm brick and 30mm tile. Both give the same result.If we join a beam with the wall however, the wall material take off will give different result than the material part take off.The wall finishes in the material part schedule are correct, the ones in the wall matrial take off are off by 53%.
Please see attached file and "unjoin" the beam to the wall to see that both quantities are the same.Interestingly, the total volume of both schedules is almost identical, it is the subdivision that is completely off.
When setting up the material take off manually the material part take off is correct.I suspect I do something wrong. 53% off is not even usable when doing concept.
edit material of part taken from content center library. In library itself i have to change the material of item and specification of part. means i will get the all details in BOM.
The parts in my assembly all use the same appearance. When I come to to do a render of my model however it is rendering one of these shiny (I think thats what it called).
See attached images
Image1 shows how I want it to look (this is the opposite end of my assembly) Image2 shows the problem Image3 shows a different appearance give to the problem part
The problem part is derived from the other end of the assembly (the part show in image1). All the parts at this end of the assembly are created the same way. They all render fine its just this one. I have tried recreating the part but still end up with the same result.
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;
In our part list we have a column for Material, ipt's display the material and iam's display blank expect for a few instances that display Welded Aluminum-6061(see attachment). These assemblies are all steel and not weldments. What would cause this and how can it be fixed?
I have a library of blocks that I built for our company to use. We recently upgraded from 2013 to 2014 and boy did it throw our library for a loop!
There is a check box (reflectivity) that leaves the materials black when the drawing shade mode is changed to Realistic (unless you go in and uncheck the reflectivity box) and while I have figured out how to alleviate that issue (by unchecking it on our tempate and saving it) I am still having a materials issue with our blocks.
I can open the block (and turn on Realistic mode) and all the pieces have their materials like they should. I then open a new drawing and insert the same block into the drawing .. one piece is sans material.
I cannot for the life of me figure out why it's there on one drawing but it gone when inserted. The new drawing has been purged and doens't contain anything it shouldn't.
I am trying to access the material and/or renderstyle for each solid in a multibody part document, but it seems like this is not supported in the API.Is this correct?
If this is correct, why the HasMultipleSolidBodies property?
I can delete every unused material except one in the Material Editor.I am trying to make the custom Material library and somehowI have got the Material I cannot delete. URL....
I am in the samill building buisness. While designing I thought it would be nice to show logs on our equipment. Is there anyway to show bark on drawings to show the texture on the final drawing?
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.
I upgraded to 3DsMax 2011 and still have some problems navigating the Slate Material Editor. I want to create a Mix material as the "first" material but I'm only able to double click on the Sample Slot to get a standard material in the "View1" as my "first" material. I am able to create a "Mix" node here, but it has to be connected to the "Standard" material and this makes it so that i can not drag the material in to the "Environment and Effects" tab as my "Environment Map".
When i go back to the "Compact Material Editor" (which waists time), I can select the Standard icon but "Maps" is not available in the "Material/Map Browser" when i right click on an open space.
Im on Max 2011 with sp1 and the latest hotfix installed, working with vray 1.5 sp5. When i try to re-set mu material editor (compact not slate) i get the folllowing error message
"Runtime error: cannot assign undefined to material editor slots" and a Macro_media utilities window opens with the following script
macroScript clear_medit_slots enabledIn:#("MAX", "VIZ") category:"Medit Tools" internalCategory:"Medit Tools" ButtonText:"Reset Material Editor Slots" tooltip:"Reset Material Editor Slots" [code]....
I'm not a scripter but it seems that there is no material defined to place into the slots on re-set. I've recently had a problem with my material editor not giving me acess to slate as i had loaded up my 2010 menus into 2011 but i've since re-installed max and vray and am still getting this.
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.