3ds Max :: When Using Nitrous Display Completely Blown Out
Dec 13, 2012
is this normal? my display is completly blown out when using the nitrous display. how can i fix it?
the first one is the display, the secon is the render. should they not look similar???
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May 3, 2011
When I import a dwg model exported from Revit, the curtain walls (frames and glass pannels) do not display with Nitrous. They are there and can be selected from the layer manager. They are visible if I add an Editable Mesh modifier.
DirectX and OpenGL display properly.
FBX import display properly
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Feb 9, 2012
I have a horrible lag when trying to select objects in Nitrous display mode. When my FPS drop and navigation starts to lag, marquee selection also starts to lag proportionally to the FPS. If I draw a rectangle to select some objects, I have to wait about 3-4 seconds for the rectangular marquee to expand and reach my mouse cursor on more complex scenes. There's no such problems in Direct3D display mode. Even if the FPS drop to 1-2, selection remains lightning fast.
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May 10, 2011
pre 2012, if you had display edged faces on, the selected splines would turn white - so you could tell what was selected in viewport. using nitrous, this isn't possible for us. Open GL or Direct 3D work fine but not nitrous. or is this a bug?
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May 2, 2009
I have taken a photo outside which has my subject and background is trees and sky. Sadly the sky has blown out and is practically white. What I wold like to do is replace it with blue sky and clouds. I have my original photo, then created a layer of the same image to create a more rich in colour by using overlay which is fine. But now I need to improve the sky, but when I create a new layer (blank) and click filer, render, clouds it overlays over the top completely.
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Feb 9, 2009
I am using a Nikon D200 and Photoshop CS3. I am shooting 1 stop plus/minus and merging to HDR. It seems that the highlights are always getting blown out much more than the middle image. The shadows are brought up fairly well, but the entire upper end of the curve seems blown out with loss of contrast. I have been experimenting with different methods during the 32 to 16 bit conversion to correct it but have not been so pleased with the results. I can get the highlights back down, but the upper end is fairly washed out with loss of contrast. It seems like the middle part of the curve is also pushed up a bit which would account for the loss of upper end contrast.
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Sep 1, 2013
So I have taken three images from LR5 and edited in HDR-Pro in PS CC directly from LR. I did not do anything to the images prior to moving them into HDR Pro. Used ACR to tone map, then saved the photo using "save". When I go back to LR5, the picture is nowhere what it is in PS. Highlights are blown and greatly over exposed. The same saved TIF looks great in PS.
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Oct 21, 2012
When one opens an image via CS5's ACR, blown out regions are shown in red and there is a "recover" slider. How do I turn on the blown out detection in CS6's ACR and can I turn on a "recover" slider.
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Dec 17, 2006
I know that in ACR I can see where I have blown highlights by checking the highlight box. If I am working in PS CS2 and I want to see areas with blown highlights in a photo.
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Dec 28, 2012
i am looking to create a blown up square (so with rounded corners and bended/oval sides)
the one attached is with the pucker/bloat effect, but only at 2-3% maximum since the corners are starting to disform (as you can see already below).
there must be way to create good blown up squares (maybe there's another common term for these kind of squares)...?
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Oct 5, 2012
I'm new to LR4 and I need to burn some blown out photos. When clicking on the brush, choosing burn (darken), I then hold down "O" to highlight my work.
When I click the brush on the area to be burned, it puts a black dot there, moving the brush does not leave the red trail so I can see ehat I'm burning. Then when I move the exposure slider, nothing happens.
WHy is it leaving that dot and why cant I burn? It has been working fine for weeks, I must have hit a button or changed a setting.
I went to multiple other photos with no luck, rebooted my Mac, no luck.
I tryed brush A & B and it was working on B but it was much more intense of a burn and not what I was looking for.
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Apr 21, 2013
I was developing the other day in LR my fingers hit a key on the keyboard that sent the marching ants around the blown sky on my image. I was able to bring back ALL the detal in the sky by sliding the highlight slider down and I can tfigure out how in the world I got that selected?
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Apr 13, 2013
see attached graphic
simple road widening section
subassembly from centerline is LINKOFFSETONSURFACE out to a target alignment
next sub is good old LANEINSIDESUPER, using depths for PAVE1DEPTH and SUB-BASEDEPTH
the corridor definition under SURFACES specifies top links for both PAVE1 and SUB-BASE surfaces, but they appear to ignore that and cut across the road (see graphic) making a mess of it
do I need to add a link code to LINKOFFSETONSURFACE subassembly? other work-around?
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May 20, 2011
3ds nitrous (alt x) gives me a very strange, way too bright see-through object result. Retopo is difficult in this mode but views on youtube show that the demonstrator doesnt have the same problem so I think it is a setting I am missing. I have a nvidia GTS 250 card.
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May 10, 2011
I normally press "j" to disable the bounding box. but when you press F3 for wireframe and then F3 again to return to realistic view, the bounding box turns back on. is this a "fix" or a bug?
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May 17, 2011
Possible to write custom shaders for nitrous and if so where I'd start to find info on how?
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Apr 16, 2013
why my Material/AO/Lighting looks better in Nitrous-Viewport than it does in the actual render.As you can see in the Screenshots I am working with an A&D Material with active AmbientOcclusion.Even if I try 0 (=unlimited) distance, nothing fancy is coming out.
My gamma Correction is set to 2.2
Skylight with HDR-Map, Intensity 1
MR-Omnilight, Intensity 1
MR-Photographic Exposure is OFF
Usually i have no probs with Ambient Occlusion and MentalRa
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Sep 7, 2011
I've been running into a frustrating limitation with certain keyboard shotcuts for Nitrous display modes. For example, if I try to use my old 2011 shortcut for "Viewport Box Mode Toggle", the bounding box displays on TOP of the current shaded/wire mode instead of toggling. If I change the assignment to the new Nitrous command "Viewport Visual Style Bounding Box", it is no longer a TOGGLE key and to go back I must then use the key assigned to "Viewport Visual Style Wireframes/Shaded" (or classic "Wireframe/Smooth+Highlights Toggle")...
BUT...
In Nitrous both of these wire/shaded toggle commands do not work properly if you are changing from another display type (such as box). Instead of toggling between wire/shaded, they toggle between wire and the last display mode. So in essence there is no way to toggle between Box and Shaded without r-clicking on the viewport label every time you want to return to shaded mode as far as I can tell. Not being able to quickly toggle Box mode really screws up my work flow, so for now I'm reverting back to DirectX.
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Jun 16, 2011
how can you adjust the "Grab Viewport" -Animation Quality for Nitrous?
Rendering any one of the styles in Animation produces horrific quality, because the viewport renderer does not spend the few extra seconds necessary to generate nice antialiased image-quality.
there is no way to adjust the rendertime. Because this would make this valuable improvement 50% useless again, if you can not use it decently for this purpose.
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May 17, 2012
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.
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May 9, 2012
I can see flat shading with direct 3d, but not on nitrous. it's unavailable on nitrous? it's a shame because flat is very good to see hue variations on textures and stuff like that.
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Jun 10, 2011
have some of you playback performance problems in animated scenes while the Mat editor is open?
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May 30, 2011
The Material editor by Nitrous, continue to tile the bitmap even if TILE is unchecked.
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Oct 29, 2011
Works as it should in Direct3d but Nitrous displays specular weaker than it should. It shows up correctly when you render though.
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Apr 30, 2011
the shape merge function (using cookie cutter) is not updating in the viewports when using nitrous? I am making a compound object using shape merge. I select a sphere (editiable poly), pick the shape (spline) and then press cookie cutter, and the vieport does not update. I have display result and update always on. Trid invert, etcetera. I cannot see the cutout portion in the viewport. When I render, the cutout portion is viewable.
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Aug 19, 2011
For an example if I create a sphere, add a turbosmooth with 4 itterations and collapse it to an editable poly again. Then when I try to manipulate the mesh by draging vertices with or without soft selection or paint deformation I get around 10X faster performance with direct3d (roughly 40-50 fps compared to nitrous 4-5 fps).
I know that nitrous is slow with pflow and animation but I did not expect it to have such poor performance with modelling?!
I have the same effect on both of my workstations. Laptop with core2 quad extreme, 12 gig ram, quadro fx3700m, win7 x64. Dells latest graphics driver. Stationary computer with Xeon quadcore, 14 gig ram, geforce 285 gtx card and win xp 64. Latest nvidia driver.
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Feb 28, 2013
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.
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Oct 24, 2012
I was using 3ds Max 2013 without any service packs installed and my bitmap resolution on screen looked great. I have updated to service pack 5 and now the resolution looks low quality. I have to use large maps for my scenes example 12345 x 4610 px.
I have not changed the driver (Nitrous), under Display Performance I have Improve Quality Progressively and the Procedural Maps Display Resolution at 4096 pixels, and progressive display is on.
From what I've read "By default, Nitrous viewports load texture bitmaps at their full size."
How can I get the high resolution bitmap back? Is there a setting that I have missed?
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Jun 23, 2011
We've currently switched over to 3Ds Max 2012 for production and installed the latest Hotfix and Service Pack 1
Our studio pipeline revolves around xref objects to manage large scenes.Upon switching to nitrous the xref materials are not visible in shaded Material Colour the Xref material appears in the material editor and it references to the appropriate .max file Yet in the viewport it will still appear shaded without textures/materials. It will render without issue but we need visibility in the viewport.
This does work under directX/opengl/software but the performance is greatly crippled.
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Jul 30, 2004
Is there any way to "fix" blown out white areas in a photograph? For example--portions of a wedding dress.
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Nov 19, 2013
Photoshop CS6 was working fine until about an hour ago...now the shortcut it is gone. Looks like the app is gone completely. Went into Creative Cloud and it said CS6 had updates but I am receiving an error code U44M1I210. I am current on payment.
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