3dsmax Rendering Support Topic
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- Veegie[Temp]
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- Veegie[Temp]
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I know that when you set a texture to self illum with the scanline render+radiosity that it will admit light.
Is it possible to the same with the mentalray render? Is so, how?
and to mr chief:
Its at Rendering->Enviroment->Exposure Control rollout.
Make sure its set to no exposure control, or make sure the active box isnt checked.
Is it possible to the same with the mentalray render? Is so, how?
and to mr chief:
You might have automatic exposure controls on.MrChief wrote:I meant to say...
When the image renders in 3ds Max, the render looks fine, but when I save it and open it up, its darker than it's supposed to be.
Sorry for the misunderstanding.
And yeah, you're right.. I apologise for the stupid question.
Its at Rendering->Enviroment->Exposure Control rollout.
Make sure its set to no exposure control, or make sure the active box isnt checked.
Eat more chicken
- Veegie[Temp]
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Nice Veegie
But why do you have so many materials for the different colors? Do you just turn them off or something? Reminds me of the good ol days with H1 MC before I knew how to use mix maps I made all of the colors by hand in PS and added them to the material (Including some camouflage patterns, Construction Chief, Medic Chief, and Sandstone chief
)
MrChief, have you tried saving the file in the render output roll-out instead of clicking the button in the image viewer? What file type are you saving as and what settings are you using for that file type, try messing with them.
*edit* Never mind Veegie now I know what you did.
I find that is it allot simpler if you set it up with a dummy wired to the mix color (you could also use RGB tint). I have mine setup to work both ways so you can change the color in the material or with the dummy and I have "preset" buttons so I just click and it changes the color to be one of the defaults. Food for thought.


MrChief, have you tried saving the file in the render output roll-out instead of clicking the button in the image viewer? What file type are you saving as and what settings are you using for that file type, try messing with them.
*edit* Never mind Veegie now I know what you did.
I find that is it allot simpler if you set it up with a dummy wired to the mix color (you could also use RGB tint). I have mine setup to work both ways so you can change the color in the material or with the dummy and I have "preset" buttons so I just click and it changes the color to be one of the defaults. Food for thought.
- Veegie[Temp]
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- trepdimeflou
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*sigh* That material contains none of Veegie's work whatsoever. That is entirely MY efforts. I'm sick of people thinking otherwise.Tanasoo wrote:Nice VeegieBut why do you have so many materials for the different colors? Do you just turn them off or something? Reminds me of the good ol days with H1 MC before I knew how to use mix maps I made all of the colors by hand in PS and added them to the material (Including some camouflage patterns, Construction Chief, Medic Chief, and Sandstone chief
)
MrChief, have you tried saving the file in the render output roll-out instead of clicking the button in the image viewer? What file type are you saving as and what settings are you using for that file type, try messing with them.
*edit* Never mind Veegie now I know what you did.
I find that is it allot simpler if you set it up with a dummy wired to the mix color (you could also use RGB tint). I have mine setup to work both ways so you can change the color in the material or with the dummy and I have "preset" buttons so I just click and it changes the color to be one of the defaults. Food for thought.
Did you not see this? It seemed fairly obvious to me. =Ptrepdimeflou wrote:For all those that wanted a tutorial for my MC, take a look at this material tree of one of my older, simpler MC materials.
Last edited by trepdimeflou on Thu Apr 13, 2006 12:30 pm, edited 1 time in total.

Here's what I have so far. I'm using diffuse maps I made in photoshop (using the cc mask for primary/secondary armor colors in max) but I'd rather do it proper, all in max. How would I set up the diffuse in max so that I can use solid colors along with the the mc armor bitmap? Using a mix only makes the color fade too much. Also how would I set up the alpha to compliment the armor? Thanks for the help!
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- Veegie[Temp]
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If you still need help PM me.
I have also been working on figuring out the Bump maps. You guys may or may not have figured this out (I just may be a little slow
) But I have managed to "discover" that the Black and white bumps that you get out of Ch2r are just like grey scale Normal maps (as in the RGB purple-ish ones like the camo bumps). The lighter spots are more angled and the Black spots are flat. This can easily be spotted when you paste the alpha of the bump over the Camo bump.
So my question is, Is there any one out there that has some programing skills to make a converter from the grey scale ones to the RGB ones? I would do it my self, but my programing skills are limited to making tools in 3ds max with maxscript... Anyone think they can help me with this?
I have also been working on figuring out the Bump maps. You guys may or may not have figured this out (I just may be a little slow

So my question is, Is there any one out there that has some programing skills to make a converter from the grey scale ones to the RGB ones? I would do it my self, but my programing skills are limited to making tools in 3ds max with maxscript... Anyone think they can help me with this?