When I turn on shadow or realistic mode in 3ds max my model disappears, but it will show in wireframe. How can I fix this? to see it in realistic I have to render it and it comes out fine.
How do I get my part to be transparent in the "Realistic" view like it is with the"Shaded with edges"? This is what it looks like with the view style set to "Shaded with Edges". Notice how it is transparent and you can see thru the part.
Now when I switch to "Realistic", I get this. Anything that is behind this part is not visible.
I want to be able to see thru the part when in the reallistic visual style.
I have printed an Inventor drawing with the views shaded, I noticed that the views have a gradient shade on them, is this standard or is there a way to configure IV so that the views shade in one color and not as a gradient ?
Is there any way to force "shaded" mode in Nitrous to use scene lights and not default lights? We are doing tons of previs and when using "realistic mode" all of the grain and such with transparency, etc looks just awful. Shaded mode is SO much cleaner and faster, but under Nitrous it can no longer use scene lights to shade your objects. Under realistic mode you can turn shadows and AO off, but any transparency does the refinement process and never ends up looking totally clean.
Under shaded mode, transparency looks GREAT and is way faster. If there was only a way to enable scene lights instead of default lights it would be just like the old pre-nitrous days.
I am evaluating 3DSMax 2013 and my last version of Max was 6. When I turn my viewports to shaded, the viewports fade to black. The objects and everything are still there, and it seems like there is no light source. If I move an object around, the viewport lights back up, yet as soon as I am done moving it, it fades to black again. Is this a preference setting I have missed or something?
I used to use the option to display the "object color" in shaded mode from time to time instead of the "material color". However this does not seem to do anything in MAX 2012.
I'm working with 2012 for the first time. I'm modeling a rough mass model of a building made of boxes for walls, floor and so on.
As I'm used to, when in Visual Style 'Wireframe' I click on a box and get to see 4 quadradric and 4 triangular grips on the base of the box plus 1 on top to change the height. This is as it always was.
NOW if I change to Visual Style 'Realistic', the grips on the back side are hidden behind the box as well as behind other boxes. Only the grips in front will be visible. No way to get a grip on a box on a side where it touches another.
Even more puzzling is the behaviour of the grips in Visual Style 'X-Ray': the grips will show, but cannot be touched. Instead, an object in front might be selected.
What can I do to make the grips work the old fashioned way - that is that they will be visible and 'manipulateable' on selected objects in all shade modes?
Is there a way NOT to improve the transparency in nitrous in realistic mode ? I really dislike the "noisy" display when moving around objects.
I know i can unselect the progressive refinement, but then the image stays noisy. I would like the transparency just to be as clean and fast as in the "shaded" mode.
while currently working with autocad architecture 2014, i found dark shadows while zooming in and also the zooming isn't smooth, however there was not such problem while i worked with much heavier file. Also the model becomes dark sometimes while zooming (not invisible, but as if the lights are switched off) ..cadtutor.PNG
I'm using the Ditch subassembly in my corridor and am running into a problem when using realistic mode to view.
I've applied a render material to L3, L2 and L4 which is fine but when I assign a material to L1-L5 (i.e Top) it overdraws (or otherwise fails to display) the previously assigned materials for L2, L3 and L4.
If I set the Links L1-L5 (i.e. Top) to no display then L2, L3 and L4 display as expected but when IMX'd to Infraworks the existing terrain shows through at Links L1 and L5.
Is it possible to stop this from happening and have a seperate material for L1 and L5 whilst retaining L2,L3 & L5 materials?
IDSP Premium 2014 (mainly Civil 3D 2014 UKIE SP1 & Infraworks with some limited 3ds Max Design) Win 7 Pro x64, 256Gb SSD, 300Gb 15,000 rpm HDD 16Gb Ram Intel Xeon CPU E5-1607 0 @ 3.00GHz (4 CPUs), ~3.0GHz NVIDIA Quadro 4000, Dual 27" Monitor, Dell T3600
The standard black color in Inventor appears as if it has a subtle texture when I use Realistic shading mode (see image). But when I edit the style there is no Use texture Image or Bump / file associated with it. I tried Realistic Appearance checked on & off in edit dialog & it makes no difference.
I want to represent a flat anodized black color for some marketing images. We have a lot of parts that use the standard black color & I really don't want to spend the time to change them all to a new custom black color (without a texture).
How can I make the standard black not have a texture in realistic & rendered modes?
I want to wrap a logo around a baseball. All I need is the logo to be rendered in 3D, and I will use the Multiply blending mode to use the shading that's already on the baseball. How do I turn off all shading effects in the 3D interface so no additional shading is applied to the sphere the logo is being wrapped around?
Every time I open a photo from explorer, Lightroom or somewhere else, Elements starts in quick mode. I never want qick mode, I want to use experts mode as default. How can I do this?
Plus, is there a way to get rid of the bar on top completely? It takes up valuable screen space and is completely useless.
Was wondering if there are some ways in converting a highly realistic rendering of an object generated in a 3D program into a more illustrative, simplified, alittle less realistic version in Photoshop?
The object has plenty of silver reflections, HDRI environment map reflections, precise shadows and highlights, etc. I just want to make it look more generic and not as polished I guess.
Are there filters or plugins that will do this in a plug in play method or is it more prodedural and manual?
when i print somthing out i always find that the printout is in wireframe mode. How do i print the so that it is in ' hidden' mode or anything that is not wire frame. i have tried turning the view to 'hidden' and then using 'display' in the plotting options.
I have an action with a number of items to do prior to releasing/proofing a file to print. I can record overprint preview using insert menu item, but this toggles to on or off depedning on what the last.
Any way to turn off the automatic launching of isolation mode on double click. It's highly annoying and slows me down every time I have to exit the mode so I can get back to work. I prefer to select elements using the layers panel, which is much more flexible.
Is there a preference or other setting to disable isolation mode? Especially when using a Wacom pen, it's alll too easy to double-click unintentionally. So disabling it permanently would be a great.
An opened image is always locked. And if you want to do something you need to get rid of the lock. And yes, there are workarounds to do that. Can you add a preference option to turn off the backround lock default.
Rather than having to add a mask, why not also have a any new layer to automatically have a mask. Its a small step, but its something we do alot. All layers should have blank masks associated to them.
I'm looking for any way to set the startup state of the viewport windows so that two sided lighting is turned off whenever i start Maya. I work in game assets creation a lot so having it turned off allows me to make sure my normals are facing the right way. I usually just turn it off manually but every now and then i forget and it comes back to bite me.
In maya 2011 I used the script found here [URL]
which is as follows :
Append the lines below to file "initHUDScripts.mel", preferably in a local copy to your maya scripts directory. Path is, in Windows: C:Users\Documentsmaya\scripts
// CUSTOM SETTINGS BELOW // Set Two-sided lighting to off in default 4 views. modelEditor -e -twoSidedLighting false modelPanel1;
[Code]....
but I can't seem to find the "initHUDScripts.mel" in the 2013 file structure. Alternate script I can implement or know where I should append this existing script in the 2013 files? the script still works in 2013, I just dont know where to put it to load at startup
how and if i can change the default color model in illustrator (in the color panel), which is RGB to something else ? (i think colors in HSB and it's a bit annoying changing that every time) i looked it up and couldn't find out.
Is there a way we can keep the "Preview" mode activated by default when applying new styles, etc.? I hate always having to click the "Preview" button. Of course I want to see what it looks like before applying the effect!!!
Having a bit of trouble as Illustrator CS6 (that I've set to a default color mode of CMYK) is opening CS5 CMYK files as RGB color profile. I don't get a choice. And so it is messing with my color palettes when I convert back to a CMYK color profile.