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Render material variation question
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  • RENDER
  • Posted: 17 January 2012 02:22 AM
  • Total Posts: 106
  • Joined: 25 September 2010 10:50 AM

I have two different groups of objects. Both have the same material assigned to them. As you can see I get totally different results when rendered. In the attached photo I am talking about the radius and round tan and gray pieces.



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I think you need to post something bigger and actually label the objects that have the same material for any decent analysis.

Off hand it appears that not all objects are receiving the same amount of light.

Are any excluded by any chance?

Are you using FG or GI?

Do all objects have proper UVW maps applied?



Doug
http://www.dbowker3d.com

New England independent 3D animator specializing in technical, mechanical and medical animation.
System: Dual Intel Xeons E5645 2.4GHz (24 cores), 24GB RAM, Quadro 4000, Win 7 Professional SP1 64-bit
3DS Max user since r2

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1) Don’t post compressed JPGs as the alter the image too much. PNG is a much better lossless format.

2) Is this CAD data? If so make sure your normals (face and vertex) are properly oriented, some render engines have issues when a ray hits a back face/normal.

-Eric



Eric Craft
“The Evil Monkey hiding in your closet.”

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  • RENDER
  • Posted: 17 January 2012 07:58 AM

I zipped a png file with just the door and a cylinder I created and the forum rejected it. IT is only 651 KB



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Please read this post for help with attachments.

Author: Steve_Curley

Replied: 17 January 2012 08:15 AM  
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  • RENDER
  • Posted: 18 January 2012 01:31 AM

I thought that I had all of my rendering deviations figured out however my rendering times are very slow and now I get this on the render farm. I do not even know where to go to change the FG settings. Can someone steer me in the right direction?
Thanks



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Your Final Gather settings are located in the Indirect Illumination tab of the Render Setup dialog.  You can get to the dialog through the icon on the Main Toolbar or the Rendering drop down and I know there is a short cut key but with my bad typing habits, I do not remember it.

Stephen

Author: Sgabriel

Replied: 18 January 2012 01:38 AM  
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  • RENDER
  • Posted: 23 January 2012 04:37 AM

I think I have been chasing my tail. The more I look at this the more it appears to be the whole group not and not just the door that is rendering incorrectly. I have tried to individually change the materials in the overall group and I also tried to open the group and individually change the objects. I created and placed a cylinder along with a box in front and although they all have the same material assigned to them. The Box and cylinder render correctly representing the assigned material unlike the door grouped items. I am thinking their must a something simple material override associated with these parts.



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Looks more like an exposure and reflection issue...but IDK for sure.



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  • RENDER
  • Posted: 23 January 2012 06:36 AM

It does appear to be an exposure issue however I do not understand how the cylinder and box could be affected differently. That was the reason I created two different shapes is because I wanted make sure it was not a lighting or exposure issue. IDK as well…



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  • Sgabriel
  • Posted: 23 January 2012 06:52 AM

That is a really odd thing.  Any chance you can save just that part of the scene out and post it for people to play with?  Don’t forget the camera and lights.

Stephen



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  • studio2a
  • Posted: 23 January 2012 07:01 AM

I suspect something is going on with that geo.  Is that an import from an engineering model?  Looks like the render mesh isn’t working properly.  Is everything welded and the normals are correct?  Try converting to an edit poly, just to test, and see if it still does this?



visualize!

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  • RENDER
  • Posted: 24 January 2012 01:48 AM

It is a Inventor import. I have added uvw map and turned it into an editable poly. Since I got rid of the other geometry it renders a little closer but is blotchy. We already realized in earlier correspondence that the door is a mess however the u shape bracket should not be that bad yet it is rendering poorly.



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