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Same material, same lights, same UVW map....different renders
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  • pyro777
  • Posted: 01 October 2008 12:33 PM
  • Location: Wausau, Wisconsin
  • Total Posts: 1215
  • Joined: 01 March 2007 11:01 AM

The file attached had baffled me. There are 2 pieces of geometry, same material, same UVW, same lights. The highlights on the renders are different.  (See pics)

The two pieces of geometry are on different layers if you want to render it yourself. This happens quite often here are work. These are imported from CAD.

TIA!!

Dean



Max Design 2012 SP2 / Win 7 Pro
NVidia Quadro FX 4800 x 2 (non sli)
HP Z800 - 2 Xeon X5680 @ 3.33 GHz; 36 GB ram

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By comparing them in the viewports, it appears that the UV’s are 90 degrees off from eachother.  The parts are not identical and are not in the exact same location.  Also, the topology is slightly different and there are some normals issues with some of the geometry.  There could be other problems with the geometry as well since it is imported.  That could all take part in the difference you are seeing.



3ds Max 2013, Maya 2013
Windows 7 Ultimate 64 Bit
Core i7, 12GB RAM
Nvidia Quadro FX 3700 (Driver 267.17)

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  • Location: Penticton, British Columbia
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Also the smoothing groups are totally different.



--3ds Max Design 2009 64bit, Direct3D 9, Win Vista Premium 64, 3ghz quadcore Xeon, Quadro FX1700--

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  • pyro777
  • Posted: 01 October 2008 02:36 PM

Valen Wagner 01 October 2008 04:28 PM

By comparing them in the viewports, it appears that the UV’s are 90 degrees off from eachother.  The parts are not identical and are not in the exact same location.  Also, the topology is slightly different and there are some normals issues with some of the geometry.  There could be other problems with the geometry as well since it is imported.  That could all take part in the difference you are seeing.

OK..
1. I removed all smoothing groups on both items
2. Applied a normal modifier to unify the normals
3. deleted all UVW Map modifiers
4. re-applied a UVW Map to one on the Z axis, and copied and pasted the modifier on the second item.

No, the parts are not identical. They should have similar highlights however. And, no they are not in the exact same location (because one is longer than the other) but they are close enough where that location should not matter.  This is a case where size in deed does not matter. If you were to make a few different size boxes 1” thick on the surface of one of the original pieces of geometry, texture map them, and render them, you would see that they have the same highlight placement as Panel 2. (see attachments)

I am unsure what you mean by saying that the topology is different. Are you just stating that they are two unique pieces of geometry?

Also, Do you know why I can have my UVW modifier set to “Z” on both items and yet the grain is running differently??

Are there any ideas on how this can be solved?



Max Design 2012 SP2 / Win 7 Pro
NVidia Quadro FX 4800 x 2 (non sli)
HP Z800 - 2 Xeon X5680 @ 3.33 GHz; 36 GB ram

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The anisotropic shading is off by 90 degrees from part to part due to the initial transformation matrix of the parts.  One is 90 degrees off from the other.  If you run the “Reset XForm” utility on your object that is on the “Panel 2” layer then this should fix it…



3ds Max 2013, Maya 2013
Windows 7 Ultimate 64 Bit
Core i7, 12GB RAM
Nvidia Quadro FX 3700 (Driver 267.17)

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  • pyro777
  • Posted: 01 October 2008 05:37 PM

That fixed it!!

Thank you very much. You have saved me a lot of time!

Dean



Max Design 2012 SP2 / Win 7 Pro
NVidia Quadro FX 4800 x 2 (non sli)
HP Z800 - 2 Xeon X5680 @ 3.33 GHz; 36 GB ram

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I don’t know how many times I looked at that and missed it.
Yes, deleting the UVW Mapping modifiers did not help even though the UVW Mapping Gizmos were not aligned.
Making the front surfaces coplanar did not help.

Of course, if the objects original local coordinate systems do not align, then the anistropic effect will be different as that is linked to the object’s coordinate system not UVW Mapping orientation.

Thank you.



Tim Wilbers [FA]

College of Arts and Sciences
Department of Visual Arts
University of Dayton
http://www.udayton.edu/
3ds Max: 7.5, 8, 9, 2008, 2009, 2010

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  • pyro777
  • Posted: 02 October 2008 10:49 AM

Tim_Wilbers 02 October 2008 12:01 AM

I don’t know how many times I looked at that and missed it.
Yes, deleting the UVW Mapping modifiers did not help even though the UVW Mapping Gizmos were not aligned.
Making the front surfaces coplanar did not help.

Of course, if the objects original local coordinate systems do not align, then the anistropic effect will be different as that is linked to the object’s coordinate system not UVW Mapping orientation.

Thank you.

Tim,

Does the object coordinate system originate from CAD? (I assume it does since that ‘s where it was drawn) Second, is reset x-form the only way to correct this, or is there something on import I can do? ...Or even in the original CAD file?

Thanks,

Dean



Max Design 2012 SP2 / Win 7 Pro
NVidia Quadro FX 4800 x 2 (non sli)
HP Z800 - 2 Xeon X5680 @ 3.33 GHz; 36 GB ram

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