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sygboe

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  1. Hi, I hope someone can help me. I'm trying to create a material that i'm struggling with. Im on Vray 2 on SU. One pic is a photo of a shop-front. the other is where I'm at with rendering. I'd like to be able to recreate the darkness fading in on the edges. also with a brighter glow in the middle. So far i used a small tiled image which has the yellow and black in the same image, then brought it in as an emissive layer. this seems to look quite good, but i was to add more dynamics to it for realism. The Vray manual doesn't really show advanced layering of materials. Ideally id like it to be. Rear layer=Yellow emissive material Overlayed the black metal mesh (with its own material properties). Then somehow the darker gradient coming in from the edges. Does anyone know how this could be achieved? Thanks
  2. Hi Salvador, no i havent got it to work yet. it work in some way with a standard material, but i cant get it to mask with a mental ray on.
  3. Hi how would you model this chair? i made a cylinder and extruded and chamfered, but was having trouble with the back part with arms. any tips would be good thanks
  4. Hi I know this is probably a bit of a noob question. There always seems to be an incredible vast amount of complicated ways for me 'not' to figure out how to do it. I want to make a glazed bottle that has text and logos printed on. I need the bottle to have the glazed effect on the outside of the logo. I want to position and size the logo. ive tried a few ways using composite and bitmaps with masks. but i cant seem to get it where my base material shows through. I can only get it to work with layers of bitmaps not shaders. i want to be able to copy the bottle and change it's colours. can someone point me in the right direction please? in my head this should be simple, but its annoyingly not. thanks
  5. hello, Im trying to create a library of materials which i keep making small tweaks to. if i have scene with all the same materials applied, how can i get the scene to quickly 'update' to the new tweaks ive made? it seems to just always be a copy of the same material. all the names are the same. any help appreciated. do i have to use xref materials?
  6. hi can anyone help? Does anyone know what 'Millwork Lighting" is? or Millwork drawings? i thought it was to do with joinery
  7. Thanks for the reply Tony. I have got the units the same. So say i import one object. then the scen file has many copies of this object at different rotations and positions. How can i replace this object with an updated version (with an amendment or extra detail added). but to have all the copies of it distributed in the scene update as well?
  8. Hi I'v been working in SketchUp but am looking to construct my scene in 3DsMax. Sketchup just cant handle the scene when it gets fully populated. The SketchUp import isnt much use as all the complex objects appear fully exploded with all componant names gone, so you cant do any further editing or moving even though it recognises the instanced components. my question/s is/are. In 3DS max if i have say 200 copies of this retail gondola (in picture), and i want different attachment configurations and products. would you make instances of objects or would they be imported as xrefs then copied? If i want to say update the wheels on the fixture and want it to update on all 200 copies, how would i do this? can the same copy of an instanced object have a different material? Should i make a .max file for every little object then import them in and add to groups, then i can make instances of the groups? I can export each individual Sketchup object as .3ds or .obj. I want to retain the object name (which is the Sketchup file name). I just want to try to make this huge scene as efficient as i can, as at the moment i find the models ive made become too large and unusable in SU. any help appreciated, thanks
  9. hi, can anyone help please? i have some objects that are a group. i have instanced the group several times. can i add an object to the group, that will then appear in all the copies? a light for example.
  10. Hi does anyone know how you could create this 'brushed' carpet effect in a render? i have 3ds max, but i suppose the technique could be on any system. its kind of like when you get stripes in a lawn, but with a kind of shine. thanks
  11. [ATTACH=CONFIG]41095[/ATTACH] hi, could anyone help and tell me how to get this checker transparency to cast shadows please? its 3ds max 9 and mental ray. thanks
  12. Hello, can anyone help me please? In 3ds max 2011. I can't seem to turn off the triangulation view. This plane (or any object) shows all the triangulation, and it's distracting and confusing when modeling. can i turn it off? (sorry it wont let me attach the image right now). also i used to be able to select a poly in shaded or wireframe mode and the whole poly highlighted red. I only seem to get an outline now. could anyone tell me what i'm doing wrong here please? thanks
  13. thanks for the reply, but this doesn't work. it just does the same thing as if you moved the basepoint inside the block. all the blocks change position. i was excited for about 2 mins then
  14. Hi, i have several copied and rotated blocks in a drawing. all i want to do is change the location of the basepoint, without the contents of the block then moving the same amount. also i want to achieve this without a lisp and coding etc, i only have autcad lt. i simply cannot believe that this is so hard to achieve. i am a very good cad user too, and hate when i hit a brick wall will such simple seeming tasks. in sketchup this would be a sinch
  15. Hi, I have to (need to) create a good pen set for AutoCAD at work. currently it seems all the drawings on the system are with different coloured lines and only about 2 colours are set to be thinner than the rest with are all the same. does anyone know of a standard set of line thicknesses to associate with the colours? or even have a pen setting file? i worked at one place a few years a go that had a really nice combo of colours and thicknesses but cant remember what they were. thanks
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