3dsmax Rendering Support Topic

Post your pics of mods in beta, or pictures that do not have a mod associated with them.
Patrickssj6




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Post by Patrickssj6 »

Is there a way to exclude a specific texture from the HDRI reflection even though iit has reflection properties?
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Post by Chief Cow »

mb make mix map of 2 reflections with a mask for the hdri and a mask for realtime reflections
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Post by MrChief »

The index of refraction for glass is 1.5.
Can someone tell me how to add detail maps? As in my post.
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Veegie[Temp]




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Post by Veegie[Temp] »

Make it an RGB Multiply instead of a bitmap. Put the detail map in one slot, and the diffuse texture it is going over in the other. Tile accordingly in the bitmap parameters of the detail map, and brighten the other texture accordingly in the bitmap parameters if the material appears to be dark.
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Post by Chief Cow »

soo does anyone know how to fix my previously posted GI problem?
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Post by MrChief »

When I save a render, it appears nice and evenly lit in the render, but when I say.. upload it or open it in photoshop, it appears a tad darker than its supposed to be. Any clue on what's wrong?
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Veegie[Temp]




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Post by Veegie[Temp] »

That makes absolutely no sense, just brighten it in Photoshop if it is bugging you that much.
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Post by MrChief »

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.
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Post by Chief Cow »

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:
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.
You might have automatic exposure controls on.
Its at Rendering->Enviroment->Exposure Control rollout.
Make sure its set to no exposure control, or make sure the active box isnt checked.
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Veegie[Temp]




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Post by Veegie[Temp] »

trepdimeflou 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.
Make this:
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Post by Tanasoo »

Nice Veegie 8) 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 :wink: )

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.
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Veegie[Temp]




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Post by Veegie[Temp] »

You make them all instance-reference the color.
So when you uncheck the yellow, and check the red. It makes all instances to that yellow previously, red.
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Post by trepdimeflou »

Tanasoo wrote:Nice Veegie 8) 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 :wink: )

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.
*sigh* That material contains none of Veegie's work whatsoever. That is entirely MY efforts. I'm sick of people thinking otherwise.
trepdimeflou 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.
Did you not see this? It seemed fairly obvious to me. =P
Last edited by trepdimeflou on Thu Apr 13, 2006 12:30 pm, edited 1 time in total.
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Post by Tanasoo »

Ok, Nice trepdimeflou 8) :wink:
I was actually wondering why it was on your site :roll: (I am assuming that it is your sight due to the fact your name is in the url...)
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Post by swese44 »

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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Post by Tural »

The material tree that trep made demonstrates how to do the color change in Max, if you could contact me tommorrow (Thursday) afternoon, I could help you out with anything you may be confused on.
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Post by Veegie[Temp] »

There is a tutorial on how to do that on the user forums...
It's been mentioned twice in this topic alone.
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Post by Tanasoo »

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 :wink: ) 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?
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Post by Jordan »

No...

Snave already posted this in this very thread.
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Post by Tanasoo »

oops... Must have missed that some how. I am sure someone can make a program however.
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