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Some basic questions- max rendering


ML
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Hello everybody!

I'm a new 3ds max user, and now I'm quite disappointed cause I had some problems by doing test renderings of my scene:

[ATTACH]46560[/ATTACH] [ATTACH]46559[/ATTACH]

1: I don't know what are those strange black lines on the surfaces, and I can't hide them. (it isn't the wireframe)

2: Both of the stairs surrounding terrain objects have the same simple material, however they seem different.

3: I need to adjust the lighting whereby my undulated hilly terrain have more contrast.

Any suggestions how could I solve my lame troubles?

I used max 2011 with mentalray

Thanks in advance!

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The black lines are you're shadows if you turn your shadows off they will go away.

 

use the active shade to change the active shade hold down the render you will get a fly-out and choose the render with the red tea-pot as you change your lighting and max will automatically update your scene.

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it all depends on your VGA card you get different results. press 8 on the keyboard then go to the expose conrtol and set that too Logarithmic, then check/tick the external settings you can control the brightness, contrast etc from here. play around with that until you have the right amount.

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Thank you! I played with the parameters and now my shadows are getting better.

And why do have different appearance of my objects with the same material? I tried to flip the normals by applying a normal modifier but I didn't get the desired effect.

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Flipping the normal won't do anything for the material say you have a line with a lathe modifer on it if the normals is/are backwards then you can flip the normals to correct.

 

Normals are the wrong way around and the other is with the normals flipped images

 

if you add a UVW map then you can flip the matertial in the direction you want

Edited by datacrasher
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if you change material to a grassy texture then tile it by 4.0 in the U. but i don't know why your tiling is not showing up when you add UVw map. i don't use max design i use the normal max i don't know if that makes a differenace try tiling it in the material editor under the bitmap

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