3ds Max :: How To Use Cubemap For Reflections When Using Scanline Renderer
Apr 9, 2011
I understand that cubemaps are primarily used in realtime applications, like game engines, but is there a way to use a cubemap for reflections when using the scanline renderer? I loaded a cube map into the environment map slot, but you can see the black areas around the cross of the cube map in the reflections.
I also tried making a big inverted cube, and mapping the cube map to that. It sort of works, but the reflections aren't nearly as vivid as they were when I used the map as the environment. I disable cast & receive shadows on the cube. Not sure what the best way to go about this is.
creating a "1 x 3 selection" i am lost. What menu or tool selection makes this happen? Additionally, how are regular ole' horizontal scan lines created?
I have a strange problem with Max 2012. Scanline renderer is 10 times slower than 3ds max 2009. Why is that? All the settings are the same. Also, the rendered frame window is very slow too - when I pan around there is a horrible delay/stuttering whereas in Max 2009 I can pan around in real time.
I have a NVidea Quadro FX 1800 card. The NVidea Control Panel information shows 64 CUDA cores(screen grab attached). Yet the iRay message window shows 0 CUDA cores (screen grab attached).
how I can get the iRay Renderer to use the CUDA cores on my machine?
Just bought a MBP Retina. Maxed out with everything they've got there at Apple. Here's a screen shot of what my preferences look like. Two things stand out: 1. the GPU option says "unsupported" and 2. of the 2GB of Usable Memory, I only am using 732 mb. I had all applications closed and and no external harware plugged in. how I can use more of my memory?
I have been having this issue with autocad generated color PDF printouts having "fuzzy" fonts and some other black objects. What I have traced it to is that the PDF created by the stock Autodesk PDF ePlot renderer/driver is printing those fonts (and other things like lines with global width) in rich or enhanced black. 75,68,67,90 CMYK to be precise. When this is done without some sort of 100% K border (and sometimes even with) it leads to a blurring of the edges because the registration is never perfect. There is often even some ghosting due to the sheer amount of toner.
Some printer drivers have a way of forcing or selecting this "Enhanced Black" but I see nothing in the settings. I wonder if this can be externalized. It seems that at least fonts should almost never have this turned on.
I really like the look of graphic reflections I just don't know how to make them look good. I usually make a copy of the graphic to be relected and flip it upside down and position it correctly. At this point I don't know ho to proceed. It seems that the reflection should go from mostly opaque to fully transparent. How do you do that in Photoshop?
way to make reflections of things. Like text and brushes. Like for example..
I'll write "Chrissie" and then I want it the same underneath but like reflected.. If you get me. The same as brushes like I put a diamond and want the diamond to look like its sitting on something and theres a reflection..?
I wanted to create some object where i could demonstrate he blur, array and other functions inside 3ds Max and i choose for that a simple box/sphere array. The problem iam facing are the reflections on the box model, they are looking too flat comparing to the sphere. Iam using arch&design materials and a hdr map inside environment (spherical) for reflections and the materials are the same on the box and sphere model, still the reflections are nice on the sphere, flat and ugly on the box
I can't make 3d reflections to show in Photoshop. Here are the steps:
Create a 3d scene with white text standing vertically on a black rectangle (two meshes on one 3d layer).In the text mesh properties, set Reflections to 50 (tried 100, too). Set render settings to custom and ensure Reflections are checked.Set render quality to either Raytraced draft or final - both look the same. The renderer is working because I see a blue rectangle running across the screen. But when it stops, there are no reflections.
I have a picture that was taken on a very cloudy day through the window of a single engine aircraft. There is a considerable amont of glass reflection throughout the photograph which I would like to remove. Most of the reflection is seen in the clouds but there is also a condiderable amount in the water. Since the backround is mostly gray due to the weather the reflection shows up as a light grey to white against the grey. Could you tell me the best way to remove it? Is there a plug-in that will accomplish this quickly or must it be done through some other means?
I am working on a cockpit interior for a spaceship and I am getting an odd render glitch both in my work viewport and in the renderer.
This mesh was created in Rhino 4 and imported via .obj. When it was initially imported it displayed perfectly but after, UVW unwrapping each quad is rendered as if it was made up of two triangles, and each triangle appears rounded.
Even stranger, if I turn on edged faces in my viewport it displays correctly again.
I am completely new to 3ds max for anything other than lighting so I'm sure that there is a simple (or complicated) explanation.
I'm trying to get the A&D material to render glossy reflection. The scene is reasonably big in dimensions. I used a photometric stadium light to light my scene and a skylight.
For the A&D material i didn't use the preset, thought i tried with about the same effect. The material has 1.0 reflectivity, 1.0 glossiness, 1.0 transparency and 1.0 glossiness.
For rendering i use MR with GI, nog FG (also tried that and has the same effect).
This picture has reflective areas near the eyes and I do not like it. (particularly at the left side of the right eye). What is the best way to get rid of these reflections or specular highlights?
want to make like a blue glowing object and I want it to be dark in the room and I want to have a person looking at the blue glowing object and I want them to have blue light all over their face and such. I was just wondering if anyone can point me in the right direction to finding out a tutorial or a step by step way to accomplish a real good realistic colored glow on a person?
I have to start off by apologizing for asking a question on my very first visit here... Sadly, I don't have a choice and if I don't find an answer to this question/figure out how to do this, my brain is going to explode and it's going to be messy.
(Working with Photoshop 7.0) Here's my problem: I have a picture of a woman coming out of a river. The river is banked with snake-like, winding ground with good sized grasses and a small layer of dirt layering to the water level.
I'm working with the attached photo. As you can see (or rather, can't see) Jeanine's eyes are obscured by the glare on her glasses. I'm sadly finding little blips and blurbs such as this on all the outside shots because this event took place on an absolutely spectacular day (not that I'm complaining given the bizarre weather we've been having). It's just I could not see in the camera's display some of the problems. I even had a couple that are completely blurry though they looked fine on the display at the time.
What is the simplest way to quickly correct this? I have several similar shots of her but the glare is present in all of them. It's actually worse in a couple of them.
no matter what i try, i can never get a nice diffuse reflection using mental ray. How to achieve a nice smooth (not grainy) reflection using mental ray?
however I cannot call myself an expert, I just can get by.
I'm having difficulties trying to pull some window reflections from one image and paste it on top of another i.e. a forest image. (I have attached an image.)
I have tried multiplying and changing the opacity however all the reflections disappear.