Mudbox :: Extraordinary Vertices Error When Baking
Jun 27, 2012
I get an error both in Mudbox 2013.sp3 and 2013.sp2 when baking using subdivision method. Its reported ' too many extraordinary vertices found face , need to subdivide the mesh' and the extraction failed.
The model imported fine into Mudbox in the first place, Is there a particular count for extraordinary vertices ?
As far as I know, extraordinary vertices are as follows
Valency 3 : 3 faces connected at a single vertex
Valency 5 : 5 faces connected at a single vertex
Valenecy 5 or higher : lots of faces connected at a single vertex (top of maya sphere)
Most meshs contain valency 3 or 5, and mostly 4, why would mud box have issues with a model like this ?
Should I check for areas where there's lots of density of faces at a single vertex, or check for multiple extraordinary vertices that are close by ? Anything in UV spa
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May 7, 2012
I modeled a female body and imported from 3DSMAX to mudbox to texture but now i'm having trouble on baking the displacement map in MUDBOX. I'm using tiff 32 bit floating,7 x 7k, with search distance of 4 (i believe it's a relative good number). My source model is step 0(with about 2 million faces) and the other is step 2(with aprox. 6 million faces). I'm using target to closest model, smoothing only the source and wht i get is this: a big black image with one or another gray dot.
I saw several tutorials about wht might be. I changed several times the search distance, and also tried to bake in max. Nothing seems to work. Mudbox keeps leving me with a blck image and max gives me something strange that works a little as a displacement map but it is totaly untileble.The two images attached are from mudbox. One as i get, and in the other i tried messing with levels in photoshop but it didn't work too.
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Dec 2, 2011
We're experiencing some artefacts near UV seams on our baked displacement maps. We have a clean, multiple UV-tile model which is subdivided, sculpted etc. Baking uses subdivision method, smooth target mesh and UVs on (we render with prman). Edge bleed is default 2, anti aliasing to x2.
Then test the map out by bringing the target model back in, subdivide up to the corresponding level, and sculpt using maps. The artefacts are not everywhere, just on some UV boundaries in some areas, very strange. The UV boundaries are clean quads, same spacing, good use of UV space. My concern is its in sporadic regions, and not globally over all seams.
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May 3, 2011
I cant seem to bake or even see my final gather maps on 2012 on Mac. It writing the maps and saving them i just cant see in viewport? or tell what its doing?
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Oct 18, 2012
It is something I have painted using the vertexpaint and need to make it a bitmap.
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Sep 15, 2013
Any good 3d party texture baker. They bake hi-res things forever and neigther can bake complex procedural shaders and details with transparency properly.
Is there any 3d party render that could be considered for texture baking? I tried Vray but it's even slower in baking. Is there anything other to try? I mean something with a speed of Modo texture baking for example?
Looking for uick render settings for texture baking? Mental rey or scanline. Prerhaps I should degerade or avoid something not tailored for texture baking. What would be a prefered way for indirect illumination or ambient occlusion? Is there a renderer that would respect edited vertex normals on low poly shells while doing baking?
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Mar 13, 2011
When i press play on physx toolbar everything is simulating fine, from start to end.Problem is when i want to bake physics simulation to keyframes.
3dsmax freezes and whole process is taking a lot of time, about 8 hours.
Simulation without baking is taking only 20min.
3dsmax file before baking process have 20MB and file after baking have 9GB
Is there other, more efficient way to bake physics dynamics or to simulate physics Maybe using particles with physics? particle toolbox #2 ?
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Dec 1, 2011
I have 20+ layers that all need the same levels adjustment, so I put them in a group, and applied a Levels Adjustment Layer to the group.
Is there a way to bake that adjustment in to every individual layer, while retaining them as separate layers?
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Feb 23, 2014
I'm working to Move Revit architectural files to 3ds Max, there use Vray for ligting and materials, texturebaking everything and moving it into unity. But I’ve run into allot of problems. I manage to get all the stages done, but there is so much “hands on fixing” that it’s not a viable workflow in RL projects.
My largest problem is removing all unwanted polygons and geometry before texturebaking. From revit you get a lot of faces that won’t ever be seen, like inside walls, in between there floors ect. For instance if I was doing an interior I would like to be able to quickly remove all unseen polygons and exterior faces that won’t be seen. Otherwise texturebaking is a pain. It will texturebake huge areas that won’t ever be seen making the process long and affecting resolution. Manualy removing all areas that won’t be seen is not an option.
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Apr 3, 2011
How come baking some part of animation in graph editor deletes everything before and after the part i bake and how can i bake that part while leaving the rest untouched?
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Aug 15, 2013
Why won't these vertices connect?
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Jul 22, 2011
I can't use fillet on some vertices? For example go to create panel and choose shape then draw a rectangle , choose fillet and try to fillet the last vertex (number 4). it doesn't work!.
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Oct 27, 2011
I have attached a pic of the problem in question . I am new to 3ds Max and am following a tutorial on YouTube in order to model a car. As you can see in the picture I need to combine the two vertices circled in red and the edge lines which are highlighted yellow. I cannot figure out how to do this. In the video the guy just snaps the vertices together using the 'Snaps Toggle' tool and boom there is no gap between the polygons.
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Dec 9, 2013
I think I triggered some sort of feature because I am now unable to select specific vertices that I wish to select (although I do appear to be able to select polygons at will when using Polygon).
I am attaching the .max file. I do not have the space bar lock active so I know for sure that's not the cause.
I want to clarify that I am able to select some of the vertices in the model but for some reason some vertices are not selectable (notably a cluster in the vicinity of the cheek pouch area [the part of the face that is bulging outwards])
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Jul 12, 2013
I'm playing around with modelling projections of hypercubes and am having trouble figuring out how to connect the corresponding vertices.
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Apr 22, 2011
I just started working with 3ds Max this week and am having trouble pulling 4 vertices in one direction using Vertex selection along with the Uniform scale selector. When I try to pull them along the x-axis, half the vertices go in one direction and the other half go in the opposite direction.
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Jan 9, 2012
I have been having some issues within the unwrap editor and do not seem to find a similar question here. Basically we are creating models of tractors so the left and right sides of certain parts are just a mirror of each other. Regardless of which piece I'm applying the modifier on, when I save the UVW and apply it to the complementary/opposite piece on the other side the unwrap looks perfect, however the textures look stretched/warped. The only way to correct this is to reset the unwrap and re-flatten and redo the whole piece (unwrap) again. Basically not saving any time by "loading" the previous unwrap that I had just saved. Since the unwrap itself looks like the saved one BUT I was wondering if somehow the vertices are being swapped like X is now Y, Z is now X, etc. The viewports show the XYZ orientation still correct but the UNWRAP seems to be different.
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Jul 17, 2012
I have a 3D model that I tried applying turbosmooth to. Everything was chaotic, and after looking into it, I found that 1/2 of the vertices are unconnected (yet in the right place). Is there a maxscript or something I can use to weld all vertices within a certain distance (a very small distance)?
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Jun 5, 2012
I was trying to connect the two vertices in my model. I tried connect and cut but nothing seems to work. I am attaching an image of the model in the attachments. The reason i want the vertices connected is want to fill the are thats not solid in the image. I tried the cap option for this after selecting the border but it does some wierd stuff. It doesn't fill the area uniformly.
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Mar 4, 2013
I have recently decided to restart on an older project, made in some older software long ago, a somewhat simple racetrack.
I decided to load this model into 3DS, and modify it to add several alterations and some heavy modifications. In order to retain it's original shape. I had decided to convert it to a Spline. According to my plans, this was the best solution, apparently.
And that's where the issue settles in. Due to the fact that the model was triangulated, when I selected the "Select Edges" and "Convert to editable Spline", the model became a skeleton of it's former self, and when you delete the un needed vertices the remaining spline consists of many un connected points, thus making Path deform and Sweeping impossible.
I cannot weld the vertices together, every attempt made thus far had been un productive, the vertices remain un connected and un usable.The spline in question can be viewed in the attachment.
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Aug 5, 2011
"Join" command works but that's messy if the vertices are in the same location..
Is there any "Weld Vertices" command or equivalent like you see in 3D programs?
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Jun 16, 2008
I'm running Photoshop Elements 5.0. Everything was working fine til this mornin. I've had the program for about a year now. When I tried to open it this morning I got this error message that popped up.
It says:
Unable to continue because of a hardware or system error. Sorry, but this error is unrecoverable.
I've tried repairing the program. That didn't work. Restarted my computer. That didn't work. Uninstalled the program and tried opening it again. That didn't work. I'm at a loss! I really need to get into my program b/c my work is there. I tried opening some of my files (they are located in my Pictures folder) and they pop up with the same message.
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Feb 28, 2012
I am trying to figure out how to had multiple vertices to a feature line. I'm thinking its right in front of me, but I'm just not seeing it. I have been adding vertices by "insert elevation point" manually and it is a really nice feature in that it picks up the elevation that is already attributed to the feature line, but it would be nice to speed up the process.
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Aug 30, 2011
How do I interate through the vertices of a leader and update them.
I have tried
myObjRef.UpgradeOpen()
For i = 0 TomyObjRef.NumVertices - 1
Dim MyVertex AsNewGeometry.Point3d(myObjRef.VertexAt(i).X, _
myObjRef.VertexAt(i).Y, _
0.0)
myObjRef.SetVertexAt(i, MyVertex)
Next
I had expected properties like StartPoint LastVertex to be updated.
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Jan 4, 2012
I opened my max file today to continue workin but it seems that I am unable to edit or select the vetices in my poly as shown in the picture.
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Mar 19, 2013
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).
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Jan 19, 2012
When I'm editing an editable poly and I select vertices they disappear. I'm using max 2012 design and the nitrous driver. It only happens in wireframe and hidden line mode.
Max Design 2012, Windows 7 64
Quadro 4000
Dual Xeon X5650 2.67 GHz, 24Gb Ram
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Oct 30, 2012
My main gizmo (move, scale, rotate) is vanishing from the scene and I am unable to execute simple move/rotate/scale actions. The gizmo will reappear if I shift the viewing angle in the viewport. However this is getting frustrating because I might be viewing at the angle I need to execute a move/rotate/scale, but I can't and have to shift viewing angle to bring back the gizmo.
Also at present I am unable to view vertices when in sub-object mode (Edit Poly). I don't know if I accidentally triggered something or what, but the vertices suddenly disappeared and all I can see is the lines for the edged faces (not the vertices). Oddly enough, I am able to see the last vertice that I was interacting with, but cannot click or view any other vertices of the object.
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Jan 9, 2013
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The linking goes well, no problems at all neither at first nor at re-loading time, but it is quite annoying to have all these extra vertices when I'm modelling over the CAD lines.
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Nov 10, 2010
I don't seem to be able to increase the number of control vertices in an IK Spline. The number of bones in the chain upon which the Spline is set doesn't seem to affect the number of control vertices I have to work with when creating the spline and I can't find a way to increase the number. I'm trying to animate a fish but finding it difficult to get a smooth wave to travel along it's length with only four control vetices.
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Feb 17, 2012
Maya 12 Hotfix 2, MacOS 10.6.8
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