When working on materials in Slate's "View" panel it's easy to shift/drag to make a copy of a material component. However, that operation makes a copy, not an instance, and it does not provide a prompt when drag/copying as the Compact Material Editor does. Is there an intuitive method for instancing material components within the View panel in Slate? Sure, I can switch back to the Compact Editor, but it would be better/more efficient to stay in the same material editing work environment.
Regarding Shift/Dragging materials in Slate, there's another odd behavior I'm getting. If I press Control while in the View Panel, a plus sign shows up near the cursor, which I intuit to mean it is in "copy" mode. But, Control/Dragging a material component produces no visible effects (nothing happens). what that plus next to the cursor is indicating?
I'm having difficulty placing a pattern type on my materials. Â When I select the pattern from the list that pops up and I click "OK," the pattern selector pops back up and won't let me exit. Â I think that if I go back to my original pattern, it will go away. Â I've tried restarting Revit and various other matierals in other projects on different types of families in both the surface and cut pattern prompts.How do I chage my patterns?
How to get the all the materials back in the materials palette?When I switch to 3D Modeling and go into the Render Tab in the Materials section, I do not have any materials loaded.
I have just downloaded AutoCAD Architecture 2014 and am finding the materials editor difficult as I am used to using the 2010 materials editor. Is there a way of changing the editor back to 2010 or is there a basic tutorial available on how to use the 2014 material editor?
How to make the name of a material show up in the Compact Material Editor? For instance, if I double-click on a standard material, and put it into the first material slot, the name stays "Default-01" instead of "Concrete_brown_stucco" (for instance).
This isn't a BIG deal but it's just one more thing to slow the workflow down !
Other than rendering this scene, I was trying to see if I can get the object in model space to show the details of the material I have in the browser more accurately.
I butchered the .dwg trying to compress it to an uploadable size, so I hope it can be viewed..
I saw one video in which a Photoshop geek quickly launces his raw editor by clicking on a small, illegible icon in the lower right-hand of his Layer Icon in his Layers Dialogue but of course he doesn't explain how that works, and there is no such corresponding little sub-icon in MY Layers icon, and the word Raw doesn't even seem to show up anywhere in any menu. I know this has to be possible. I can open a raw file (.nef, in this case) the obvious way, but after switching it over to Photoshop I can't switch it back to the raw editor (?)
We've just started using an attribute in a dynamic block and I'm curious if there is a faster way to edit the text, like how you just click outside the dtext or mtext editor to save and exit. the editor.
We only need to edit the value field, not any of the other attritubes. I really like how the dynamic block is saving us some time, but the outdated editor is really irritating, and it's not always convenient to hit Tab then Enter on the keyboard.
Is there perhaps an alternate editor, or a way I can edit the value text in the mtext editor by default rather than opening up the Enhanced Attribute Editor?
I am working on some fairly basic 3D extrusions. I am applying materials to the different objects (eg. Marble), however, when the marble is placed it is too large. I want to scale the overall pattern/material down. Â How do I go about doing this?
I recently downloaded a car seat 3d model from turbosquid. It is a OBJ File (.obj). I am having a hard time adding a custom fabric material to the object in Photoshop CS5.5. The material is showing up as a plain blue color and is not adding in the actual pattern of the fabric.
If I try and load new 3D materials using the "Load Materials" menu item Photoshop sends me to a web page which no longer allows logins due to the transition to Revel. Since Revel appears to be for user content I can't see why the 3D materials would be there.Where are the additional 3D textures for Photoshop ? I have searched Adobe.com but cant find a mention of them directly.
I've been a user of DeepPaint3D with Texture weapons for many years. Now I got Photoshop CS4 extended, to be able to use Photoshop filters and do other things DP3D isn't capable of without having to im-/export my materials from / to DP3D. Which is when I ran into a problem. How do I increase the margins (you know, that 'pixel overlap' part that's beyond the UV mapped area on a material) in PS CS4 extended? Ten years old DeepPaint3D with Texture Weapons can do it, even 'for free' Blender can do it (when baking maps), so where do I find that option in Photoshop?It's pretty much unacceptable to have a material 'end' at precisely the border line of the UV mapped area; particularly if, at some point of time, said material would have to be resized to a smaller scale (which is usually when a few pixels get eaten away at those borders). I've really been searching up and down and googled a lot but could not find it (but then again, maybe it's not called 'margins' in Photoshop.
I'm on iMac, in photoshop cc. I go to 3D--Get More Content---I download the materials file from the adobe site and it's a .zxp file and I don't know how to load it to photoshop.
I've been using Illustrator to draw certain parts of illustrations-like surgical instruments in a drawing otherwise done by hand or in Photoshop-through many versions of Illustrator. CS3, CS5 and now CS6. And I'm having trouble now making use of the old, saved instrument files because it's impossible to "join"lines in them. There may be other problems as well, but that one is the biggie right now. Is it understood that old Illustrator files will be difficult to manipulate in newer versions of the program? I would have thought that a vector file is a vector file, etc. I have older versions of AI, but there's an activation issue I have to sort out first. SHOULD I be able to work with older files in AI CS6?
I'm relatively new to 3d modelling and I'm currently experiencing an issue with regards to double sided materials. I'm attempting to texture the trumpet/ horn section of a gramophone. the final result of the render is really poor and is no where near the desired outcome. I'm not entirely sure if this is due to my render setup, poor modelling or something else.
After I create a window, and I go to the materials editor and assign a multi/sub-object material to it, I get the 10 slots as expected but there are no materials assigned to any of the slots.
When I watch tutorials, it seems like everybody else is getting the 5 sub-materials that correspond to each part of the window (glass, frame, etc.).
I am trying to display materials "realisticly" in the viewport and for some reason can't do it with the nitrous driver : all materials display as black and white checkers. It does work with the Direct3D driver.
The two images below show you the problem : the blue one is the correct material as displayed using Direct3D (it has a noise bump map applied to it), the black and white is what nitrous displays.
My display settings are :
- for direct3D, "hardware shading" for the viewport and in the material editor - for nitrous, "realistic shading" for the viewport and in the material editor. With or without map doesn't make a difference.
when more generally this checker is displayed instead of the material ?
ps. By the way I couldn't understand the difference between 'area' and 'forums' at [URL]......
I am attempting to create a short animation of two asteroids colliding and exploding. I created two spheres with noise and used a bomb to break them apart and added a sphere gizmo for the explosion. Everything is working great, however when I render, the normals are an issue. My asteroid pieces are see though on one side despite checking two-sided in the standard material parameters and checking force two sided on the render options panel.
I am a Maya user recently switched to 3DS so i dont have a grasp on the meat and bones of max yet with regards to deleting nodes from the scene etc and this may or may not be a simple fix. I have an animation where i have a 3d model from turbosquid which seems to have brought in VRay materials. Every time i open the file now i get prompted " Missing Dlls" then "FileName vrender90.dlr". This is not any major inconvenience, however it crashes a backburner render whenever i try it, which is.
How to totally rid my scene of Vray materials if at all possible? I have tried finding them in the material editor etc but i cant seem to get rid of them. I seen some tutorials on how to do this in earlier versions but it either didnt work or was different in 2013.
Is there a tuto on how to apply 2 materials to the same object, not creating sub-objects..but to the same object, so i can make one material get some transparency and the other one is fully visible under the other one.
I have a problem with disappearing materials on the surface of my 3D models. I spend hours adding materials and color to my drawings using the 'ctrl' select option on the surface of 3D objects, but when I save the drawing and go back to it another time the materials seem to disappear.
im drawing a wall section of a building on cad, the wall consists of outer brick, wall insulation & breezeblock.
is their an industry standard way to represent these materials? for example a certain type of hatch pattern that should be used?also, how should i represent the wall insulation?
Whenever PSP X4 is restarted, the Materials Palette reverts to factory defaults. All the saved colours I have used are lost, and the background/foreground are both black.
Is there an option that can override this so it remembers the last settings? My workspace has been customized and properly saved in every aspect except the Materials Palette. It always reverts back to default settings.