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jeremyvandyke

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  1. So I tried this recommendation: "Select polygons by element and then apply separate UVW maps to each separate selection. The new UVW map will apply on to the selected polygons". This doesn't seem to have worked. I have applied 3 separate UVW maps to three different elements in this image. Only the last UVW map I applied seems to be applying. Is there a step I have missed? The only thing that I could think of that may be interfering in my work flow is that the original polylines for this model are from a linked autoCAD file....
  2. Ok, I will try this next with each Poly Element selected. I will let you know how it works out. Thanks
  3. Hi, I'm fairly new to this - I'm an architect working on a piece of woodwork for a chapel I am designing. It consists of faceted wood panels oriented at different angles towards the center of a large crucifix. I am trying to have the wood grain in the attached screens to all be rotated at different degrees as if to radiate from the center point. What I have done is as follows (looked at a thread elsewhere from someone with a similar problem - apparently I misunderstood the advice): 1. All wood panels are editable poly. different Polygon ID's have been assigned to each panel, 1 through 8. 2. I have created 8 different UVW maps, and assigned a channel to each based on the panel they relate to, 1 through 8. 3. Aligned the gizmo's for each map as necessary to achieve the desired effect 4. Rendered and noticed that all of my work didn't do a thing. Can anyone provide a tip as to what I can do to achieve the result I am looking for? Thanks,
  4. Yeah that definitely was it... Not sure why that wasn't a roll-down menu like everything else, but thanks for your help guys.
  5. Scott, I have been trying to turn off the visibility to reflections off in the light's "object properties" rollout, but for some reason, all of the options in the "object properties" rollout are grayed out (can't manipulate them for some reason). This is the case not just in my current model, but any new model I create with an entirely new session of max. Object Properties is not working just for lights, but all objects. Is there some other setting in max that would prevent use of the object properties rollout? I can't find anything about this problem in forums or in MAX's help. Thanks again
  6. Scott, I switched out my glass and created a new glass material with arch. and design materials. I got a much more sensible "white spot", a hot spot resulting from the adjacent photometric lights. Do you have any tips from getting rid of these hotspots? On my higher qulaity versions of this render, the output of the lights in the scene are actually quite close to what I need for the final version - if I reduce their output too much to avoid the hot spots, I will dull the scene. Do you have any suggestions? (dim the lights, up the GI, are there some exclusion settings I could use on the glass objects themselves?). OH this brings up one other big thing that I can't seem to fix with my MAX at the moment. When I go to any object's properties by right clicking "object properties", nearly all of the possible options are black out except for "hide/freeze". All other options such as rendering control are not at all available. This is extremely frustrating as I am trying to eliminate some objects from casting shadows etc, and for some reason, the option is not available for me. Is there some setting elsewhere in MAX that is overriding my ability to use these options? Thanks, Jeremy
  7. Hi all, This is a recurring problem that has been popping up in my renders lately (2 images attached). Black spheres appear in reflective surfaces in my scenes, and they seem to be roughly related to the photometric lights that I have placed in the scene. They appear under all settings, though the appearance changes somewhat if use Global Illumination, Final Gather, or a combination of the two. I assumed that there was some sort of interference from the light object itself, so I checked the settings and found one setting to make sure photons "pass through" the light object, but that has not made a difference. Is there another setting within the light itself that could be causing this problem? I used to use standard lights almost solely in my scenes, and I have never encountered this problem before, so I feel that it is likely an issue with the lights themselves? The reflective surfaces that are giving me trouble are "standard" materials, with a reflect/refract map in the reflection slot. I have also tried raytrace reflections and have received the same result. Has anyonme ever had this issue before? Any hints / tips how to make this problem go away? Thanks Everyone!
  8. Hey everyone, This is my first post, so I apologize for all the crucial information I'm sure I'm missing in the post. I've just step up a model for an interior fit-up I'm doing at work. I've set up a mr Sun and Sky set-up for the geographical position of my project, and have added a mr Sky Portal on the windows entering the space (space is going to be a lunch lounge for an office building). The floor plan of the space is too deep to be lit exclusively from light from the exterior, so I have added 3 photometric lights (for now), on the interior. The obvious issue that came from the first render was the hot spots / white specks over the majority of the flat surfaces. The light levels are generally ok and what I'm looking for, but the walls / floors/ ceilings are all giving off these terrible highlights. All of the materials giving off these bad reflections are Arch. + Design Materials, with bitmaps taken from the company collection for the diffuse and bump maps. I have been trying to solve this problem for a few days, but all I've managed to narrow it down to is the fact that it is only occuring in the Arch + Design materials - all the ones I have created from scratch using "standard" materials as the default are fine. I have tried the following: -played with the reflectivity and glossiness of each material within the Arch + Design materials properties -Increased the number of gathering points and interpolation substantially -Decreased the intensity of the interior light sources - Increased the amount of glossy samples in the overall render A run down on my render Settings : Renderer = Mental Ray Final Gather = Enabled, gather precision = high, FG bounces = 3 Indirect Illumiation = Enabled, optimized for Final Gather Gather. Number of photons per sample = 4000. I have no idea if that is low or hi Glossy reflections = High Lights are all emitting about 200 000 photons Again, Only the Arch + D materials are doing this to me. I would like to use them as their built in occlusion etc. make them faster to work with, but I can't get away from these stupid hot spots... Thanks
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