The Area http://area.autodesk.com/forum/ The Area en Copyright 2012 2012-02-10T09:28:17+01:00 Material editor pallet too bright. http://area.autodesk.com/forum/autodesk-3ds-max/materials/material-editor-pallet-too-bright/page-last/ http://area.autodesk.com/forum/autodesk-3ds-max/materials/material-editor-pallet-too-bright/page-last/#When:05:43:40Z Its not much of a bother but was wondering if anyone knows how to change it back? Properly a simple fix that I haven't thought of yet :/ 2012-02-08T05:43:40+01:00 Tiles with texture map http://area.autodesk.com/forum/autodesk-3ds-max/materials/tiles-with-texture-map/page-last/ http://area.autodesk.com/forum/autodesk-3ds-max/materials/tiles-with-texture-map/page-last/#When:14:47:45Z I'm making a carpet tile material, with tiles 18" x 36" in a running bond pattern Using the tile material, at 12' x 6', subdivided 4 ways each direction, set to the running bond pattern, it looks correct in the viewport. However once I select a texture map for the tile, it no longer shows as a running bond, but simply tiled in a stack arrangement. Anyone got an idea why this is? I'll attach a file, but I'm not sure how to include the map. Thanks 2012-02-03T14:47:45+01:00 Multi-Sub Map and the Random function...Why does it switch? http://area.autodesk.com/forum/autodesk-3ds-max/materials/multi-sub-map-and-the-random-functionwhy-does-it-switch/page-last/ http://area.autodesk.com/forum/autodesk-3ds-max/materials/multi-sub-map-and-the-random-functionwhy-does-it-switch/page-last/#When:22:57:56Z My scene has a large number of low poly trees, and I am using the Multi-Sub Map to get more variation in the foliage. I've set it to do a Random placement of the 4 maps, as they are all instanced mr proxy objects that are xreff'ed into the scene. In one shot, I am rendering the same camera sequence 4 times, each time turning on another layer of geometry. I will be fading from one sequence to the other, so the new geometry fades in with the camera motion remaining smooth. However, I've discovered a problem... Each of the four passes has different maps assigned to the trees, so the foliage switches from one pass to the next. The only thing that is really changing in the scene is an additional layer is made visible. Does anyone know how and/or when the IDs are generated for the Multi-Sub Map? I'd like to understand HOW this works a little more before I use it more. If I would need to replace a few frames from an animation, I want to know I can render them using the same trees each time. Thanks. 2012-01-26T22:57:56+01:00 matte shadow reflection material renders black http://area.autodesk.com/forum/autodesk-3ds-max/materials/matte-shadow-reflection-material--renders-black/page-last/ http://area.autodesk.com/forum/autodesk-3ds-max/materials/matte-shadow-reflection-material--renders-black/page-last/#When:11:22:18Z when I apply a matte/shadow/reflection material to an object it renders black instead of transparent with shadows. I tried to camera map the background image to the ground plane matte object but it just renders out solid black. What's going on here? 2012-01-26T11:22:18+01:00 Falloff/Distance Blend Not Working http://area.autodesk.com/forum/autodesk-3ds-max/materials/falloffdistance-blend-not-working/page-last/ http://area.autodesk.com/forum/autodesk-3ds-max/materials/falloffdistance-blend-not-working/page-last/#When:08:52:02Z Good Evening, It seems that whenever I try to make a blend material with a distance blend falloff, the mix does not work when I render multiple frames. When I render a single frame, the blend works, but if I render a series of images, the blend remains where it was at the start frame. For instance, I have a ball, with a blend material on it, and a falloff distance blend for the mix map, with the camera moving closer over 10 seconds. At 10 meters away from the camera, it is blue, then turns to red by 2 meters away. If I render a single image anywhere on the timeline, it is at the proper point in the blend, e.g. at 5 seconds it is a purple color, since it is fading between the two colors. But, if I do a render from frame 0 to frame 300, the ball just stays the color it was at frame 0. I don't suppose anyone has come across this, or knows a way to force 3DS Max to recalculate the blend on each frame, or any other possible solutions? I have attached images below to further illustrate my point. I am using 3ds Max Design 2012. 2012-01-26T08:52:02+01:00 Weird venetian blind material effect http://area.autodesk.com/forum/autodesk-3ds-max/materials/weird-venetian-blind-material-effect/page-last/ http://area.autodesk.com/forum/autodesk-3ds-max/materials/weird-venetian-blind-material-effect/page-last/#When:17:43:22Z This is crazy. I'm importing AutoCAD solids and Rhino solids into MAX2012 and as I create materials with noise maps for various looks (my Swiss army knife of quick looks), it renders odd. Vertical stripes, like the material is sliced up and repeated. (See attached) Even weirder, the effect is fine for a noise size of 2.0 or above. When the size is less, then the effect appears. I need smaller sizes for a variey of things. It's killing my productivity. I've wasted most of the day on this. I've NEVER seen this in 20 years. I go off for the holidays, come home and get back to work.....now this is happening everywhere. It started when I added AutoCAD solids from an existing DWG project file into an existing MAX scene. It didn't do it before the holidays. Now it's killing me. Trying other things....I sent the DWG file into Rhino then wrote a 3DS file and imported that into MAX2012. Same problem. I created new solids and nurbs in Rhino and brought that 3DS export into MAX2012, same thing. I just don't get why this popped up out of the blue. Really strange. What the heck is going on?!! Buck Wyckoff Buckward Digital 2012-01-25T17:43:22+01:00 normal bump on proxy http://area.autodesk.com/forum/autodesk-3ds-max/materials/normal-bump-on-proxy/page-last/ http://area.autodesk.com/forum/autodesk-3ds-max/materials/normal-bump-on-proxy/page-last/#When:15:02:46Z Do normal bump bitmaps actually work on mr proxy objects? I cannot get a normal bump bitmap, saved in tangent space in Mudbox, to properly render on the same object-turned-into-a-proxy in 3ds2012. In 3dsmax, either the proxy renders ignoring the normal bump bitmap, or renders incorrectly (but at least shows up) if you set the normal bump mapping to (incorrectly) something other than tangent space. Yet in 3dsmax, that same object but NOT turned into a proxy, WILL properly render the normal bump bitmap. Anyone have or solve this problem? Thanks 2012-01-25T15:02:46+01:00 Final Toon Materials (globally turning off spec & shadow http://area.autodesk.com/forum/autodesk-3ds-max/materials/final-toon-materials-globally-turning-off-spec--shadow/page-last/ http://area.autodesk.com/forum/autodesk-3ds-max/materials/final-toon-materials-globally-turning-off-spec--shadow/page-last/#When:10:13:55Z Hey all, I want to start using final toon for some web comics i am now part of. However I have found that when you set up an object to have the final toon materials it is a very long and slow task unticking the Shadow & specular. especially if its an object with about 30 sub materials. Can someone please please tell me a 3ds max script to apply to an object that will disable the shadow and spec of each sub material. Thank you 2012-01-24T10:13:55+01:00 Are anisotropic patterns possible? http://area.autodesk.com/forum/autodesk-3ds-max/materials/are-anisotropic-patterns-possible/page-last/ http://area.autodesk.com/forum/autodesk-3ds-max/materials/are-anisotropic-patterns-possible/page-last/#When:06:42:52Z I came across this webpage http://www.softimageblog.com/archives/197 and wondered if this was possible in Max? Thanks! 2012-01-24T06:42:52+01:00 Pack UVs, why no padding on the edge?? http://area.autodesk.com/forum/autodesk-3ds-max/materials/pack-uvs-why-no-padding-on-the-edge/page-last/ http://area.autodesk.com/forum/autodesk-3ds-max/materials/pack-uvs-why-no-padding-on-the-edge/page-last/#When:09:01:11Z In Max 2012 it seems this is still broken? When I use the [url=http://download.autodesk.com/us/3dsmax/2012help/files/GUID-03349B74-1754-442E-981A-6CB0D13380C-522.htm]Pack UVs[/url] tool in Unwrap UVW, it does not add padding around the outside edge, only between the UV clusters. But it should scale the whole pack down, so there is also some space between the clusters and the edge of the UV square. If textures are set to tile, as they usually are, this will cause bleeding. It especially causes problems when lightmapping. Does anyone know a solution for this? Is there a hidden setting somewhere? An example from Don Ott's page of the edge problem: [url=http://4.bp.blogspot.com/_-hOUZAsuFwk/S7EVGrf-plI/AAAAAAAAAJs/bcZA8gGT2vc/s1600/11.jpg]Pack UVs result[/url] And here's after manually scaling everything down a little. Why doesn't Pack UVs do this? [url=http://2.bp.blogspot.com/_-hOUZAsuFwk/S7EX4gAQqcI/AAAAAAAAAKE/m8blio-y1WI/s1600/13.jpg]Scale down after Pack UVs[/url] 2012-01-18T09:01:11+01:00