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Found 6 results

  1. Hi All, PLEASE HELP! lol, for some reason whenever I merge max models into my project it looses the bitmaps. the material is there and its all named perfectly just says missing bitmap. it takes forever to search and find each and every missing map. how can I fix this? your help would be greatly appreciated thanks Josh
  2. Hi all, I do not work with real world scale in 3ds max, and therefore prefer if my bitmaps by default were loaded with the "use real-world scale" off. Also, I often change the filtering to "none". If none could be set as default would be great as well(its a pain to change those settings manually for every bitmap e.g. using multitexture!). My problem is then, how do I change those settings so 3ds max loads my bitmaps with the settings I prefer? I have been googling and looking at forums etc, but I haven't managed to find anything regarding this topic. Does anyone know how to change those settings, or someone has a work-around? I'm right now working with 3ds max design 2016. Thanks! Sonny
  3. I've had this problem with mirrored bitmaps not displaying as they should in the viewport. I have no problem with tiled bitmaps. It looks as if the mirrored bitmap is displaying in the viewport at 200% scale of the final render. I am using a NVIDIA Quadro K2000 with latest driver installed. Has anyone else come across this problem? Graphics Card prob? Please refer to attached image (benchtop marble). Graeme
  4. I have a bitmap that Im trying to map to the diffuse slot of a material that I'm working on. for some reason when I click on the diffuse slot and go to choose the bitmap, when I click on the bitmap to use and clisk "Open" nothing happens. 3ds max with not allow me to slect any pictures for any of the slots (reflection, diffuse, etc). Not sure what to do. Can someone please help ???
  5. I've been pulling whats left of my hair out trying to determine why my ground/gravel/concrete materials comes out grainy an distorted. I've found some high res. bitmaps and am using them but I think I'm missing a key detail. I've read that the size of the bitmap has to be in correlation to the resolution of the final render but I couldn't find the equation for it. Somewhere else I've read stated you should "stitch" them together in Pshop then apply them. I'm modeling a simple back yard, it can't be that hard to make gravel or stained concrete look good with high res images, so it must be something I'm missing. I've seen street blocks in here look better then the backyard patio I'm rendering! Lol... Help in this would be greatly appreciated from all those in the know.
  6. Vi

    Where to begin?

    Hi everyone, Vi here... I'm frustrated! I am trying to create a scene using a bitmap as the background. The general theme is to put 3d furniture in a picture of an empty room, creating a photo-realistic image. I've tried putting the bitmap in the environment map roll out in Render Setup, in Environment and Effects, and also just as the Viewport Background... with combinations of them too.... I place a plane as the "floor" and match it to the angle of the photo through a vray physical camera. I have tried to use the vraymtlwrapper with matte/shadow as a base material but it never seems to work properly, and when it does work alright... everything else goes to *ahem* you know... Also, another thing- my objects are rendering slightly "see-through". Reading through posts and experimenting with things has led me to believe that they are reflecting the "environment". I've tried adjusting my reflection parameters and different settings along those lines but nothing will work! I feel like when I get one aspect of the photo to look decent, another aspect completely fails. I wish there was a step-by-step "How-to" video or tutorial somewhere to show me what I need to fix. If anyone knows a good way to start a project like this please help!! I know render settings vary from image to image, but if I could just get some general guidelines for using a bitmap background... that would be amazing! Thank you for tuning in. Much love, Vi
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