mmulv2 Posted August 11, 2008 Share Posted August 11, 2008 I am rendering in 3ds Max 2009 with the inbuilt mental ray and i imported a house i designed in another program into a scene already set up with MR Sun and Sky with Final Gather already set up etc. However, when i use the inbuilt Arch and Design Templates, they don't work very well when compared to myself just changing the renderer and not touching any of the settings. For the Glossy Varnished Wood, all i basically get in this scene is a brown texture whereas in the other normal scenes i get the true textures and reflection from it. Plese Help, also if anybody knows any good sites i could download mental ray textures would be appreciated. Thankyou Link to comment Share on other sites More sharing options...
Macer Posted August 11, 2008 Share Posted August 11, 2008 Have you re-assigned UVW maps? Has your model imported at the correct scale? Two places to look for MR materials are: http://www.mrmaterials.com/ http://mymentalray.com/ Good Luck! Link to comment Share on other sites More sharing options...
Tim_Tam Posted August 11, 2008 Share Posted August 11, 2008 Sounds more like a mapping coordinate problem. Try adding a UVWmapping modifier (ie. box mapping) to your house and render again. Depending on the material it could also be scale issue - if your material uses real world texture size. Link to comment Share on other sites More sharing options...
mmulv2 Posted August 12, 2008 Author Share Posted August 12, 2008 I have looked at those and i havent managed to find any paint that i can use for the exterior of the house? Any1 know where i can get any? Link to comment Share on other sites More sharing options...
Dave Buckley Posted August 12, 2008 Share Posted August 12, 2008 can you post a render of a one of your problem areas, i also have a strong feeling that it is something to do with the nasty little checkbox that is 'real world scale' try unchecking it in your uvw map Link to comment Share on other sites More sharing options...
mmulv2 Posted August 12, 2008 Author Share Posted August 12, 2008 For some reason i am getting some of my shapes see through even though ive enabled double sided in the render settins (im using mental ray), what is the problem? Thanks Link to comment Share on other sites More sharing options...
Crazy Homeless Guy Posted August 12, 2008 Share Posted August 12, 2008 However, when i use the inbuilt Arch and Design Templates, Don't use them directly. The templates are good starting points, but themselves as materials, are not that great. Link to comment Share on other sites More sharing options...
mmulv2 Posted August 13, 2008 Author Share Posted August 13, 2008 Heres an example: The roof is see-through in mental ray even though its got forced double sided activated in the render settings. please, how do i fix this? (Also, does the red paint for the middle part of the roof where the cylinders are running over look realistic? Link to comment Share on other sites More sharing options...
SandmanNinja Posted August 13, 2008 Share Posted August 13, 2008 Can you apply a shell modifier with very small values to give it 2 physical sides? Link to comment Share on other sites More sharing options...
Tommy Burns Posted August 14, 2008 Share Posted August 14, 2008 That looks like "flipped normals" to me Link to comment Share on other sites More sharing options...
Dave Buckley Posted August 14, 2008 Share Posted August 14, 2008 This 'other program' that you used to model the building in. Would it be SketchUP by any chance??? Then you exported from SketchUP as .3ds imported into Max and now some of your faces are facing the wrong way???? If this is the case, can you post a screenshot of the SketchUP model at the point before you exported it?? I am guessing here, but if you have modelled in SketchUP then it may be easier to go back into there, flip the problem faces and then re-export to Max and problem should be solved? I also think that if your SketchUP model has default textures on it, then the problem faces will be white whereas the faces that are working correctly will be blue, just right click the white faces and there should be an option to flip the face which should result in it becoming blue like the others. Only when all your faces are consistent should you export to Max. Or as Tommy said, select the problem faces in max and flip the normals, same technique i just think its easier to do in SketchUP. But who am i to say, for starters you may not even have used SketchUP in which case can everyone disregard this post and i'l shut up now. Its been a long morning, and the coffee is kicking in Link to comment Share on other sites More sharing options...
SandmanNinja Posted August 14, 2008 Share Posted August 14, 2008 reset xform? That forces max to re-evaluate the faces and scale and such. If I ever scale, I always do a reset xform. Link to comment Share on other sites More sharing options...
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