odyzmil Posted July 20, 2012 Share Posted July 20, 2012 Hi does anyone know why I get these disgusting perspective in 2012? The attached image is in Shaded.Ive tried everything from Realistic,Consistent Colours, shaded and edge faces,Hidden Lines but they are all the same.Is that a glitch or something? Thanks in advance Link to comment Share on other sites More sharing options...
vikoum Posted July 20, 2012 Share Posted July 20, 2012 did you modeled the scene with a previous version of max and then opened it with 2012? Link to comment Share on other sites More sharing options...
odyzmil Posted July 20, 2012 Author Share Posted July 20, 2012 Most probably yes Viktoria. My modeller must have modelled it in some previous version of max or with a horrible software called Sketchup or Revit Any suggestion as to how to fix this? Link to comment Share on other sites More sharing options...
Scott Dombrowski Posted July 20, 2012 Share Posted July 20, 2012 Also check to see how far away from the origin your model is. If this came from a cad program, it may be miles away from the origin, in which case 3ds Max will exhibit precision errors like this. If you have access to the cad file, move everything to the origin in the cad software and re-save it. Link to comment Share on other sites More sharing options...
John Dollus Posted July 20, 2012 Share Posted July 20, 2012 check the origin point as well. I've had odd shading on polys when they are very far from 0,0. Link to comment Share on other sites More sharing options...
vikoum Posted July 20, 2012 Share Posted July 20, 2012 Well, I don't know about Revit, but I have done lots of convertions from SketchUp to max with success. If they gave you a max or a 3ds file then probably they haven't done the convertion in the right way. They have to give you It seems that something like a triangulation has happened for each polygon in the scene. It's really terrible what has happened! Can you see all the polygons from their correct side? I mean are there any polygons flipped? Maybe that's why you can't see the facing polygons to your camera. But even if this has happened I wouldn't recommend you to flip all the wrong polygons. I had done it in the past and it was for the first and last time! :-0 Another solution I can think of is to keep all the good objects and try to model the distorted ones (good luck with that... :-) ). Check from this link the first eleven pages. It explains how to convert from revit to dwg and then link it with max. http://images.autodesk.com/adsk/files/workbook_imperial_032607_final.pdf I think that Scott Dombrowski might also have a point. Check his solution too. If the modeller do not know how to convert from revit to max then he/she then try as it is said in the pdf and see if it works. I would like to know if you have any progress with the problem. Link to comment Share on other sites More sharing options...
marcioritzmann Posted July 20, 2012 Share Posted July 20, 2012 Hi Ody, the distance from the origin is a real problem, however, if your render is OK, and the problem is only in the viewport, you will probably fix it by changing your graphic mode to OpenGl. It´s not the best graphic Mode, but in many cases fixes displays´s problems from CAD/SketchUp models. Link to comment Share on other sites More sharing options...
hockley91 Posted July 20, 2012 Share Posted July 20, 2012 I use Revit all the time with 3DS max and have never had this issue. It appears that all the normals are off. How was this imported into 3DS Max. As a .dwg or .fbx or .3ds? That would be good to know. One thing about Revit. If you are exporting it out to .dwg you have to go into the options and change it from polymesh to ACIS solids for output. .fbx is great also and there should be no triangulation issues anymore with the current versions of Autodesk products. I always have issues with Sketchup models in 3DS Max. But, I don't model in Sketchup and I'm sure it's more from the user's side than the software itself. Adam Link to comment Share on other sites More sharing options...
cihanpocan Posted July 26, 2012 Share Posted July 26, 2012 You can try "viewport clipping" for a short term solution. At least you can avoid weird flickerings and z-fighting like overlays. http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112&id=15032943&linkID=9241177 Link to comment Share on other sites More sharing options...
Umesh Raut Posted August 4, 2012 Share Posted August 4, 2012 What I am suggesting is not new, has been done above already; but after checking the i) origin from 0,0,0 and then, ii) polygon normals, you may proceed as follows. If you are importing it into max, be sure to check all the necessary ticks/options to bind objects by name, material, layer, etc. But if you are not importing but you get the model (max file) from outside, ask them to follow the standard procedure. This will certainly pull you out. Best luck, pal. Link to comment Share on other sites More sharing options...
Cyberstyle Posted August 6, 2012 Share Posted August 6, 2012 A problem I saw consistently when importing from Revit into Max2012 was conversion/scaling issues that caused the exact same problem. Althout the models themselves were physicaly at the correct scale, if you select an object and have a look at its properties...what does it say? I frequently had objects as an example: a 900x900x16000 column had dimensions in the properties as 0.03x0.03x0.4. If I applied a reset xform and converted back to edit poly again, the objects dimmesnions would show correct and the viewport issues would go away. Link to comment Share on other sites More sharing options...
marius e Posted August 6, 2012 Share Posted August 6, 2012 Someone gave me this advice, I had this problem for many years...."Change your system units to a bigger unit" dont ask why, but it solved the problems for me. (instead of inches to feet, or instead of cm to meters) Link to comment Share on other sites More sharing options...
Scott Dombrowski Posted August 6, 2012 Share Posted August 6, 2012 I think changing your system units to a bigger unit has the same effect as moving your model closer to the origin. Let's say your model is 1000 meters from the origin. If your system units are in meters, then from Max's point of view your model is 1000 units from the origin. However, if your system units are in centimeters, then from Max's point of view your model is 100000 units from the origin. I don't know at what size the precision errors start happening, but I think the good rule of thumb is to use large units for civil / site work, small units for interiors. Why not just use a large units all the time? I think the precision errors go both ways. If you're working with very very small objects and your units are in meters, you'll start running into precision errors again. At least, that's my understanding of it. Link to comment Share on other sites More sharing options...
danielsouthgate1 Posted August 6, 2012 Share Posted August 6, 2012 Change the camera clipping plane... eg. instead of .01 change it to 1.0 Link to comment Share on other sites More sharing options...
Umesh Raut Posted August 6, 2012 Share Posted August 6, 2012 (edited) Dear Scott (and others, too), As you may know, Max uses 1 inch as its default unit. So everything especially the light calculations and shadow blur/AA is done at that level. So if a trailer truck is only 5 cm. in length, it will give you way too big shadows and their blurs proportionately compared to a 5 meters long one. This is just one tiny fraction of the whole story; the lighting creates real big havoc and then the artist keeps on fiddling with many other (light) settings like size, intensity, color and so on to get the right look and feel at the expense of render times. Edited August 6, 2012 by umeshraut Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now