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maciejwypych

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  1. Peter, Safe frames should be turned on, otherwise you wouldn't render the correct aspect ratio. I've thought that you've already matched your camera with the background and results differ from 3ds max window? If you still need to adjust your camera, then you can use camera match script or follow one of many available tutorials. Are you doing a manual match or do you have all scene data, like survey, camera settings, etc...?
  2. Did you turn on safe frame in your camera view?
  3. It's exactly what it says on the tin. US Metric is basically a version customized for US standards and global is well... global. In UK for example you have an UK version as well.
  4. You can use the Dessault Systems 3dvia printscreen to capture and conversion script for 3d max to import their 3d xml format into max
  5. Max and Max Design, are virtually the same. The only difference is that in 3ds Max Design you have Lighting Simulation & Analysis and Civil view and in the 3ds Max you have the SDK. But other than that, you can't spot a difference. (except the name below the icon )
  6. Hi, The easiest way is just to render to a shared folder via ftp or dropbox. Or you can use a post render script by Anton Berg to send gmail through maxscript http://www.scriptspot.com/3ds-max/scripts/send-gmail-from-maxscript.
  7. Hi, Maxwell renders the image reducing the noise with each sampling level. The longer it renders = more sampling levels = less noise will appear on the image. So buy a faster computer or be patient In general to reduce noise (from Maxwell's FAQ) : Make sure your emitting surfaces are as low-poly as possible. Usually, a single-sided polygon will be sufficient. If possible, do not completely enclose your emitters inside a dielectric object. Make sure your emitter is not intersecting other geometry. Very important: do not include very white or fully saturated materials in your scene. For example, a completely white (255, 255, 255) material will take a very long time to clear and will also make the contrast in the image disappear. Also avoid completely saturated colors such as pure red (255, 0, 0). Pure white or pure saturated materials do not exist in real life so it's better to decrease the saturation a bit. For a white wall, around RGB 220 or less is sufficient. For interior renders where window glass reflections are necessary, use the Architectural Glass Solution (AGS) for the windows instead of real glass. This will create the reflections but will not produce any caustics, thus speeding up the rendering. - Perhaps you simply need more time for rendering, depending on your machine specs.
  8. Hi, I've used them couple of times. No issues. They have replied quickly and alerted me when I was rendering an animation (with still image settings) that would make me bankrupt
  9. I think the one I've written earlier is the quickest way to do it. Or you can export the model from archicad to dxf and while import select Merge nearby vertices.
  10. 1.go to your edit poly modifier 2.select all vertices 3.click weld (sometimes you need to specify a threshold) 4.done *if your walls are build from separate planes (as each being separate object ) then you need to select one first and attach all that are building that wall
  11. Sorry, I didn't notice that. Maybe the geometry from archicad imports as a set of planes (even if it is a poly or mesh) and you need to weld vertices to make it one object and your displacement to work?
  12. I'm not a Vray expert but I think that you didn't tick the "Keep continuity" box under 3d mapping/subdivision in the VrayDisplacementMod. Make sure it's on and adjust the edge threshold accordingly to the size of your displacement.
  13. Open "Stock Tool Catalog" and on the lefthandside select Helper Tools. Napkin Sketch is there. Or just type "napkin sketch" in the search tab in the Content Browser.
  14. Open "Stock Tool Catalog" and on the lefthandside select Helper Tools. Napkin Sketch is there. Or just type "napkin sketch" in the search tab in the Content Browser.
  15. It looks like it's either clipped (check if you have camera clipping turned on) or the normals are off (go to the advanced options in the material editor and turn off Back Face Culling to make your material visible on both sides of your geometry)
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