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File: 3DSG#1.jpg (677 KB, 1024x1024)
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So I'm finally unbanned. /archviz/ was cool but was pruned in the ban I'm no longer in the mood for that.

So /3dsg/ anything 3ds max related. Tell me if you have any doubts using this god awful fucking piece shit of a software, wips, works etc etc.
>>
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>>976654
Currently making some mutli-res assets for an interactive tour.
95k polys vs 5k polys // 200mb textures vs 0.5mb textures
>>
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>>976654
I need the website to fit $ play in a mid tier cellphone like a samsung a5.
>>
Why I’m being filtered by 3ds Max?
I tried all of the major 3dcg softwares and had a liking for each of them for a particular thing. All but this one.
The operaion menu list was so retarded to me, I uninstalled it after a few hours. But it’s the only time I feel like I’m really missing something
>>
>>976654
What did you get banned for? Being an insufferable twat like usual?
>>
>>976660
Yes.
>>976659
>I uninstalled it after a few hours
You didn't get filtered you filtered yourself. bUt yeah 3ds max is shit I aint gonna fight that.
>>
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>>976654
how do I tighten the wicker weave around the wooden beams?
skinwrap solutions are a mess & I have to redo topology which I dont wanna go thru
>>
>>976729
ffd box and set a higher number of points then adjust them to be closer to what you want to modife or soft selection
>>
>>976733
neither of these will prevent clipping right?
>>
>>976661
> you filtered yourself
True but it just seemed unecessarly complicated. I'm probably missing out but I don't know. What's preventing me from moving on is how everyone and their mothers who have at least the slightest experience in the field all agree on the superiority of 3DS Max when it comes to modeling.
I want to taste it as well. I might re-install.
>>
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>>976729
Sand nigger anon? How's the house?
>how do I tighten the wicker weave around the wooden beams?
You need to deal with deformation tension. There are many many methods to achieve this. You could wrap the weave geometry around a path spline and toy with the bezier weights of the spline. Or you could use a stacked combination of path deformation and ffd(box) modifier with tension just as >>976733 says.
>neither of these will prevent clipping right?
Without wrapping or skin simulation it's imposible to parametrize non clipping and even then the simulation would be too heavy to be usefull. Furniture modelling should always be a combination of parametrized methods and manual detailing, there is no silver bullet to correct modelling.
IMO if you are using these assets for exteriors modelling the weave is too much you could get away with a good texture with some normals and opacity. Picrel shows the ffd method.
If you are the sandnigger it seems you are quickly running out of memory because you want to take the hard path to viz, dont use displacement or geometry where you don't need it.
>>976735
Install it and lets model something. What do you want to achieve? INB4. I'm not an autodesk shill its just a program I know my way around. Its a modelling powerhouse but blender is no joke.
>>
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>>976764
>dont use displacement or geometry where you don't need it.
beats the whole point of using an accurate CPU renderer since its all about fidelity
I'd use arnold if it just didnt work for the simplest shit like displacement is all garbled, lighting hard to make real etc
>>
>>976813
https://imgur.com/a/uCf1QMP
>>
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>>976813
>beats the whole point of using an accurate CPU renderer since its all about fidelity
Realism has nothing to do with having millions of polys or 'fidelity'. Realism deals in details and good image balance.
Why waste trillion polys on displacement when you don't even model the curb for your pathways?
>>
>>976764
> sand nigger anon
You answered two of them in your post
> Install it and lets model something. What do you want to achieve?
Ok let's fucking go, I'm installing it right now. Will post again when it's done.
I'm mostly into 3D for gamedev so maybe some video games props (so no subd modeling or maybe for high poly) or environment stuff.
>>
>>976827
my presumption was CPUs have more accurate computations than GPUs due to higher floating point fields or whatever the fuck

does that kinda brick in that path require a cement curb?
>>
>>976830
Fuck yes lets go!

>>976831
CPU renders can leverage more since you can easily virtualize memory but they are not necessarily more 'accurate' that comes to the bias and structure of the engine.

>does that kinda brick in that path require a cement curb?
Nope not necessarily what I mean by that is that you'll get far more better result adding some detailing than blindly trusting that displacement will give you a good result. A good pointer in all disciplines of cg is that you should economize on dealing with huge scenes before getting a good output. Your image should 'look good' without any displacement first and then you can add all that for a final version. You'll spend less time fighting the limitations of your computer and more time putting good work like adding details, varying textures, calibrating light and colors etc etc.
>>
arnold is so shit
cant get a non garbled normal map
& what in the shit is the difference between 2d & 3d bump & normal maps?
>>
>>977410
>arnold is so shit
That is like saying that maths is shit. The fact that it's hard to master doesn't make it shit. I'll give you that for normal vanilla rendering yeah it's shit.
>cant get a non garbled normal map
Let us see. I bet you are not using the correct gamma.
>& what in the shit is the difference between 2d & 3d bump & normal maps?
The diference between 2d and 3d maps is that '3d maps' are not maps at all. They are either mesh based reconstructions of the surface and/ or parallax data structures that read the position of the camera and project geometry. You'll never se a 3d map using a bitmap file extension it has to use some sort of shading language like .vmt .osl .vex etc etc.
>>
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>>977414
>>
>>977415
This clearly show you don't have the faintest idea of what you are doing.
The bump2d node will convert all inputs into a 256 bit grayscale and invalidate the normal data. There is a normal slot in that node just because arnold is a swiss army knife that gives you total control but it doesn't mean it's the correct node. Use normal map node instead.
I strongly suggest you use something more streamlined like octane or corona. The curve is still too steep for you to make something useful out of Arnold.
>>
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>>977418
lol
>>
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>>977420
thats as far as I got now, still looks weird segmented
color correct is an arnold map & it doesnt show right yet
& where am I supposed to use height maps? arnold phys material only has normal & tangent
>>
>>977420
YOU HAVE TO BE FUCKING TROLLING THE NORMAL MAP GOES IN THE NORMAL SLOT DUMBASS.
>>977421
Heigh maps depending on their use go in the input slot. Tangent is for something else it's for a normal map with only lateral data.
>>
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>>977425
>NORMAL MAP GOES IN THE NORMAL SLOT DUMBASS
I tried every permutation
pic is only an example
>>
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>>977426
>>
>>977427
Those stripes suggest that you are using an incorrect gamma on the normal map.
If you upload the maps I could try if theT are bad bitmaps ore something.
Also try the material in a real frame buffer on a flat surface. The sphere doesn't let you visualize the scale of the maps. It may be a scaling/ strenght problem.
>>
>>977448
https://imgur.com/a/AXXAjFr
still no fucking idea whats with the gamma thing
I just sample a metal pic from google, processed it & used photoshop script to convert into normal map
>>
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>>977452
>https://imgur.com/a/AXXAjFr
Dude you are never going to get good results with those shit maps. I see your normal is an unsigned vanilla png for a normal map I suggest you use the 'Normal Bump"map. It will process the png as a normal map without having to input tangential and height info.
>>
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>>977460
it's meant to be baked into a 256x256 texture for a retro game engine so yeah
>I suggest you use the 'Normal Bump"map
the 3dsmax native node in picrel? these fuck with arnold usually. Even OSLs fuck with arnold in my little experience fiddling with this finnicky piece of shit
>>
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>>977465
> these fuck with arnold usually
Yes they do but you'll never get good result using a native arnold shader that demands correcly signed maps.
You could trick the engine by puttiong the normal map in the input slot and then having a rgb read in the normal slot but that would make the engine behave that same way as with the normal bump map.Oh also make sure to subd the surfaces because arnold doesn't compute surface shading into normals just as other engines do.
Arnold is not for amateurs.
>>
>>977466
>a rgb read in the normal slot
no idea where that option is or what type of map that is

>>977466
>also make sure to subd the surfaces because arnold doesn't compute surface shading into normals just as other engines do.
I get similar results adding Arnold Properties modifier & enabling displacement from there
maybe more taxing but objects I render are isolated
>>
>>977471
also
"[MAXtoA]: 1Bump:Bitmap : Bitmap has unsupported gamma value 3"
>>
>>976654
>god awful fucking piece shit of a software
you know once you model in max there is no going back. every other software feels like shit to model in
>>
>>977526
Ye. What keeps me hooked is the autojew professional environment i got myself into and the countless hours making custom script for my day to day.
>>
Is there a script or plugin that can help me with this problem?
https://forums.autodesk.com/t5/3ds-max-modeling/is-there-a-better-way-to-loft-patches-and-splines/td-p/12630261
>>
>>977576
Don't convert to patch. Use the edit patch modifier.
>>
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>>977576
>>977578
The edit patch modifier will snapshot the mesh and will edit from there.
>>
Oh I see that you can't operate on a mesh level. hmm I'll look into it.
>>
>>977578
>>977579
>>977580
Yeah that wont work because now you have many patches which i don't want (cant have)
and those patches brazier handles still arent contorting to the spline it was lofted along
>>
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>>977581
On NURBS level it seems the loft object offsets the bezier weights depending on the distance from the profile origin.
This means that to 'correctly' sweep a profile on that level the plugin should mathematically scale the bezier tangents depending on the distance of the segment from the point of origin and even then it would only be an aproximation.

There has to be a better workaround like using two ofsetted splines creating two correctly lofted surfaces and then bridging all into a single nurbs.
>>
>>977583
> even then it would only be an aproximation.
it doesnt have to be perfect
Is it possible to script?

I have spent an insane amount of time looking for a script/plugin to do this, and its wacky to me that after 2 decades there's no real "extrude along spline" tool for spline shapes
>>
Idk how I stumbled into this thread but I respect it. You anons seem pretty smart to a midwit like myself
>>
>>977588
no they're all retards
>>
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>>977585
>it doesnt have to be perfect
Why don't you normalize the spline? It may be expensive on the splinecage side but it will give you a good aproximation.
I'm taking a moment to see if there is a way to interpolate the bezier weights but seing the tracks on the videogame you would need a pretty versatile solution.
>>
>>977588
>>977589
Yes and yes.
>>
>>977592
>Why don't you normalize the spline?
you mean just adding more knots?
Then you get to many patches, which i cant have because its for a ps2 game
>>
>>977594
Yes its what I thought. Instead of coding a big complex loft plugin I'm looking into an easy way to grade the tangents on the patch. That would need the script to recognize the orientation of the curve in respect to those tangents and some good old trigonometry.
>>
>>977595
I would appreciate that a lot
Would make making these levels a lot faster
>>
>>977595
Heres my email if you come up with anything
socmail1234@gmail.com
>>
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>>977598
I've never worked with patches. I'm familiarizing with the scripted interface. https://help.autodesk.com/view/MAXDEV/2022/ENU/?guid=GUID-7F382121-B42F-4486-A65B-16CA59434843
The "getEdgeVert1" access function seems to be broken it does not return vertex or vector integers that make sense.
Algorithmically I already know what could be done but I need the "getEdgeVert1" function to work properly or else I'll have to identify the vertex pairs by anther method.
The script should do:
1.Identify the vertices and vectors of a segment.
2.Calculate the tangents that comform the segment curve by substracting the pos3 values of the vertices end vectors.
3.Calculate the distance and/or angle of the two vertices and the angle their tangents form.
4.Add or substract a point3 value to the vectors depending on those values.
5.Loop this for each segment.

This should "normalize" the bezier weights along the whole patch imitanting what you are doing by hand and that is shortening the handles on the inner edge and lengthening the handles on the outer edge.

I can't promise anything cuz Im fucking busy but it seems like a lovely problem to solve.
>>
>>977598
why don't u just use autodesk alias? it's literally designed for this specific task

https://www.youtube.com/watch?v=YXpzlX9sFik
>>
>>977601
If the patch function isnt working would it be easier to make a script that extrudes a shape along a spline to create a spline cage
So then you only have to work with splines and not patches

>>977605
lots of reasons
when you convert to nurbs in 3ds max it makes all the nurbs patches 4x4 cvs, which is what i need them to be to work in the game engine
alias doesn't do this, and i dont know if it has a way to rebuild and connect all patches easily
also i did try to learn it and it was just painful
>>
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>>977656
You're probably using it wrong then. You can generate 4x4 patches and align them easily. Don't even need to rebuild most of the time anyway. Pic related is all 4x4 single span
>>
any corona 11>arnold scene converter for 3dsmax 2023?
found this but doesnt even convert corona maps or materials
https://old.reddit.com/r/3dsmax/comments/dkfngw/arnold_converter_by_mads_dr%C3%B8schler_convert_vray/
>>
when can we expect max 2025 to be released?
shouldnt it be already out? arent new major versions released earlier in the year
is there a beta out?
>>
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I extruded a house plan imported from a dwg file & simplified some splines by welding points but some faces come up flipped after extrude mod is applied

edit normals hides all splines & gives some faces as if I applied a surface modifier
>>
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>>977665
Nope sorry.
>>978047
No fucking clue I'm still using 22. Stabiliy is king. I never change version until I hear from at least 3 updates/bux fixes.
>>978085
Fixing splines is the bread and butter of archviz in max. I can't see shit from that screenshot If you post the dwg (or a t least a part I can make a quick video on how I'd do it). 1.Don't use the fix normals modifier, you have more control with the edit poly modifier. 2.Bad splines give bad geometry, never extrude until you have a 100% congruent spline.

Max has a lot of features nut seriously lacks in spline tools. I have some vanilla code for that purpose but It's not for beginners since there is no use for it if you don't know what needs to be done.
>>
>>977656
Still have a lot in my lap this month but I haven't forgotten. An do its far easier to code a scipt that fixes geometry than one that creates patches.
>>
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>>978098
I had to put editable spline over the base edit spline (after deleting all other modifiers) to recover its shape, doesn't anything otherwise, just gizmo
>>
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>>978103
how it looks pre-edits
>>
>>978100
>I haven't forgotten
great, dont forget my email
socmail1234@gmail.com
>>
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@leepicchairfaggot
explain this shit
>>
>>978282
I think it has something to do with the Chaos licence but who am I to tell.
>>
>>978285
its not like that
some buttons disappear when clicked then other buttons start getting replaced but license button when clicked
>>
>>978288
nvm I cant even read
>>
>>978288
>>978293

No surprise there. But from what I could understand there seems to be a loop in the rollout creation of the plugin. I could look up the code of the plugin it is normally stored in the %localhost% ENU folder. But what I really suspect is that there is some fancy ui fucking looping code for pirates. If that is not the case then you could reinstall or contact Chaos support. If you are a pirate then let me check the plugin code.
>>
>>978298
I skipped installing corona from the legit website like the crack readme.txt said
will try reinstalling
>>
>>978304
6gigs on 100kbps lol
>>
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>>978305
dunno why the cracked version has full installation & still wanted me to install the legit version first but I did anyway & still requires license
>>
>>978354
I am not the chair nerd and I am not telling you that you need to kill all the install files using revo uninstaller and clean up all the registry entries using the same software.
>>
>>978374
was recommended Uninstalr but didnt solve it
>>
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>using post-kinetix versions of 3ds max
ngmi
>>
>>978377
You iditot he just told you that vanilla uninstall does not work unless you erase associated system files and entries.NGMI
>>
thoughts on this?
https://www.youtube.com/watch?v=jG5xij1LRHc
>>
>>978412
Its nice. A basic language model implementation in 3ds max.
>>
>>978402
Uninstalr is not win10's control panel>uninstaller
>>
>>976654
how to download from autodesk?
they make you give them your phone number, fuck that shit!!
>>
I wish there was a way to track the time you spend in max, maybe some external software or something similar
>>
>>978882
I can make a script for that.
>>978600
Pot your mom's hotline number.
>>
>>978896
>I can make a script for that.
sounds interesting, you should do it if you have the time
but hows it gonna work?
constantly running the bg and you run the script to opens a little window telling you the hours or you will have to manually run the scrip on each start up in order to start counting?
what about when you switch 3ds max versions?
dunno how it is if you're paying but with pirated versions is unintall old > install new, will that zero in everything?
>>
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what causes Corona SunLight to produce these bright spots?
>>
>>978928
Script in next post.....
>but hows it gonna work?
It's a startup script that you install in the C:\Program Files\Autodesk\3ds Max 202*\scripts\Startup folder
Just copy this text in to notepad and save it in that folder as <insertscriptname>.ms

Be advised it does not work with 2013 and previous max versions.
1. It will save a different .csv file in the maxScenes Folder of every 3ds max version (Usually found in C:\Users\<your user>\Documents\3ds Max 2022\scenes)
2.It tracks session lengths and triggers at close so it will not write onto the csv if the session crashes.
3.Does not manage different max files in the same session that would be a coool addon.
4.Does not handle #activerWindow time so if you keep a max window open it will count the time nonetheless. So yeah keeping time of that would also be cool.
5. Adding per project tracking, crash tracking, active window time tracking and other power user statistics could be cool. I'll keep it fr myself and further develop it.
It was a cool scripting exercise thanks anon.

As for the other anon waiting for the patch script I'm about to finish a project and I'll the dedicate some time to it. Again not experienced with patch scripting.

>>978955
>what causes Corona SunLight to produce these bright spots?
In the words of some corona power user:
See this guide: https://coronarenderer.freshdesk.com/support/solutions/articles/5000529356
What you can try to overcome them, other than what is advised in that guide:
- Using less intensive and less sharp light source (e.g. overcast HDRI instead of Corona Sun)
- Lowering the overall reflection glossiness of the grass material (something as low as 0,3 - 0,4 should work)
- Using Corona Denoiser in "remove fireflies" mode
- Using Highlight Clamping in Render Setup > System (not Highlight Compression in the VFB) - but remember this will kill the high dynamic range in your image if you need to save in 32 bits
- Rendering in double resolution and then reducing
>>
persistent global sessionId = ((genClassID returnValue:true)[1] as string)
persistent global sessionStartStamp = localTime
persistent global sessionStartTime = timeGetTime()/1000

defDir = getDir #maxstart
if (doesFileExist (defDir + "\SceneTracker.csv")) == false then (
file = openfile (defDir + "\SceneTracker.csv") mode:"a+"
format "%,\n%,%,%,%,%" "Chair Nerd's Session Tracker" "Session Id:" "Filename:" "Open Time:" "Close Time:" "Session Length (hh:mm:ss):" to:file
close file
)
callbacks.addScript #preSystemShutdown "
defDir = getDir #maxstart
fn padSingleDigits num = (
if num < 10 then (return \"0\" + num as string) else (return num as string)
)

fn convertSecondsToTime seconds = (
hours = (seconds / 3600)
minutes = (( mod seconds 3600) / 60)
remainingSeconds = (mod ( mod seconds 3600) 60)


return (padSingleDigits hours + \":\" + padSingleDigits minutes + \":\" + padSingleDigits remainingSeconds)
)

elapsedTime = ((timeGetTime()/1000)) as integer - (sessionStartTime as integer)

elapsedTimeReadable = convertSecondsToTime elapsedTime

file = openfile (defDir + \"\\SceneTracker.csv\") mode:\"a+\"
format \"\\n%,%,%,%,%\" (\"Session id:\"+ sessionId) (maxFileName) (\"Opened at \" + sessionStartStamp) (\"Closed at \" + localTime) elapsedTimeReadable to:file
close file
" id:#sessionEnd
>>
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>>978971
This is the type of file you can expect.
>>
>>978968
>Using less intensive and less sharp light source (e.g. overcast HDRI instead of Corona Sun)
I was using coronaSky + coronaSun clamped to .2 intensity
if I use HDRI I still need to clamp hard on Sun
>>
>>978995
Was that a question? If so the way to clamp an hdri's sun is to parki it in a Corona color correct texmap and raise the gamma value ad compensate with the brightness. Lower gamma will give you a sharper sun.
>>
>>979049
ye kinda a question cuz I dont know whats the proper way
here's what the best result I could get with CoronaColorCorrect but I get these lights within the shaded areas as if I'm using multiple light sources (only using Sun & HDRI outside)

https://imgur.com/a/WAeSMLN
>>
3ds max and maya should be merged into 1 program
change my mind
>>
>>979115
Dude wth is up with those exterior light fixtures those are obviously overblown and may be the cause of the fireflies.
>>979128
yes. but autojew knows better.
>>
>>979128
Argument against this is two-fold. First is all the institutional knowledge and periphery that exist for each of those suites.

Second is the underlying systems of each up to a point where written by software engineers of a tier they no longer employ.
Having the current dev teams make a new software to incorporate 'the best of both worlds' would likely end up in a ginormous crapfest where you'd end up with a broken product.

It's a similar problem to us building a nuclear reactor or run a space program today, we can no longer do either of those things as good as we could at the peak
because the people who originally did those things are long retired and we're left with people who'd be playing catch-up 'learning on the job'.

In spirit I agree with you but in practice I'm skeptical it'd be a good idea.
>>
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>>979190
>Dude wth is up with those exterior light fixtures those are obviously overblown and may be the cause of the fireflies.

it was the caustics
how the fuck am I supposed to see light reflected off the pool now?

I did have light intensity blown to 5000/8000 but thats the only way they contribute shit
>>
>>979194
>. First is all the institutional knowledge and periphery that exist for each of those suites
AAAAAAAAAAAAAAAAAAAAAAA
industry entrenchment and legacy systems is too often why we cannot have nice things for both autodesk and also the studios using these tools since they also likely have countless plugins and shit written in over the years that would be just as much of a time consuming and manually laborious headache to rewrite in their entirety just like max/maya
>>
>>979239
then use the legacy software until someone rewrites the scripts to work in new version. on autojew's side it's pure laziness and greed. apple has no problem completely rewriting their OS as well as all non/pro-grade software every few years so the why can't adobe or autodesk do the same? the whole "lost knowledge" is a load of bullshit, the very same engineers who maintained the software for decades are still alive, Max or Maya aren't some ancient pieces of sacred software from the 60. that no one understands anymore
>>
>>979279
'3D studio' was originally created 1988 by Gary Yost, then in his mid 30's. Today the dude is in his 70's.
The team who created the '3D studio MAX' version that '3dsmax' can trace it's linage too was around his age as well so they're past retirement age.

>Max or Maya aren't some ancient pieces of sacred software from the 60. that no one understands anymore

Didn't say that, I said the quality of minds that worked on these programs are not the same as at their inception.
When a person with multiple decades of experience expires there is a lot of undocumented knowledge that expire with them.

Do we have better designs for nuclear reactors today than we had in the 60's? Ofc we do.
Do we have all the supply lines and engineering knowledge in place to actually build one?
Apparently not since we keep failing at it.

Software engineers qualified to work on 'project X' doesn't emerge out of nowhere. We're talking about people who knew how to write assembly code inside out
since they had been doing shit like that for a decades prior to building these software's.

Today you wanna find someone that has spent any amount of time 'down on the metal' you have to look under a lot of rocks.
It's not as easy as just throwing a bag of money on the problem, you have to assemble a really ace team to pull it off.
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File: Fake Caustics.webm (2.97 MB, 1916x1022)
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>>979233
>5000/8000
You never cease to surprise me.
>how the fuck am I supposed to see light reflected off the pool now?
You don't. Dude I am honestly impressed with your capacity to complicate and fuck things up. First Arnold then this. You better star coming up with some cg trickery if you want archviz to be efficient and fun for you.
>>979194
>>979239
>>979279
Noted. Now make something.
>>
>>979298
whats the fucking point of ray tracing if I have to fake things

this caustics vid is just noise map mixed into each material's specular?
>>
>>979303
>whats the fucking point of ray tracing if I have to fake things
You know what? You are right please render caustics in all your scenes. Please do.
>this caustics vid is just noise map mixed into each material's specular?
What's the point in telling you. Raytracing solves it all right?
>>
>>979303
>whats the fucking point of ray tracing if I have to fake things

This anon raises a semi-valid point. Does anyone know why all renderers out of the box comes with settings that are pure nonsense as defaults?
It's like learning to set the correct values for a scene of a given size is like a secret handshake.

Obv values have to be tweaked around for specifics but with the defaults being nowhere near useful is just like a 'fuck you' from the developers.
After all there is no particular reason they don't come with working settings out of the box so a rendering engine works closer to the way you naively imagine it would.
>>
anyway to fix 3dsmax symmetry modifier fucking with backface selection & generally too glitchy
>>
>>979593
Verify that polygons are indeed backfacing on your object by right clicking it and selecting checking 'backface cull'.
sometimes confusing behavior can arise when your hull has become inverted.

Like you think you're trying to select facing polygons but you can't grab them because you are trying to click the backface.

That's the only confusion arising from symmetry/mirrored geometry that I can think of occurring with any frequency.
If that's not it I'd need a more detailed description of the issue and what 'too glitchy' means.
>>
>>979594
its a fresh created box, faces are bright red so not inverted
>>
>>979596
Perhaps you have put symmetry on a already symmetrical box and is trying to select the wrong side of your symmetry line.
Working with symmetry modifier only the part of the object on the side providing symmetry can be interacted with and edited and provide to the symmetry.
make sure that the vertices you are trying to manipulate sit on the correct side of where your symmetry is pointing.

However applying symmetry is something I personally only do to finalize a symmetric model for this reason.
I prefer to be oldschool and model using a mirrored instance of my object and place it to side as this allow me to select and manipulate either side of the model for edits.

You could try that method.
>>
what rendering engines/plugins/scripts for max do you guys use?
t. blendlet who never touched his copy of max, only c4d/maya
>>
applying civilView & selecting a proper unit conversion (picked meters since the scene is in meters) fucks with corona proxy objects scale
I kinda rescaled them approximately back by multiplying by 4000% but dunno if anyone knows the exact number
>>
>>979653
When I was a newbie I messed around with plugins and scripts but since a decade ago or so I've just ran it pretty the way it comes.
I don't do rending tho since I work realtime stuff and all that happens engine side, if I did I'd be running some 3rd party one.
Last I did high end renderings natively in max was many many years ago and back then I ran V-ray, not up to date with what's even available anymore.

Nowdays I have some custom .fx shaders I wrote myself to preview materials that are somewhat analogous to what I run in my game engine in the viewport
and I occasionally use scripts like say 'normal-thief' which is essential to make realtime hair/foliage the way I do them but irrelevant otherwise.
I do keep all the 'BlurBeta' materials on hand tho, I've had those so long I kinda forgotten they're not an official part of max.

Overall You really don't have to worry about hoarding plugins or things like that til you're very advanced and really need them.
most plugins will be super specific to some niche task that's irrelevant unless you need to do that one thing it was made for.

Heading to 'maxplugins.de' and sift thru what's up for grabs for anyone to use and see if anything sounds like something useful to you can be a good thing to do tho.
Your specific needs will likely look different to mine or anyone else's.
>>
>>979735
>but dunno if anyone knows the exact number

3048 %.
>>
>>979746
It comes from converting feet to cm.
>>
>>979747
proxy objs imported now auto downsize by 3048%
units are set to meters as before civilView was used
>>
>>979737
Thanks for the info anon, I'll check it out. Was mostly wondering about the plugin situation in Max/Maya since I got so used to hoarding plugins for Blender. Even though I still have to put stuff into the game engine I use, I still like to do renders akin to old FMV cutscenes with the same assets I export so if I don't have a rasterized renderer to work with I'll usually go with a more performant path/ray tracer. Back to old reliable V-Ray it is then I guess, really wish that one was still up to date for Blender too (and that there was a port of Corona too).
>>
Which version of FBX converter should I be using today? Is the 2013 version of the program still good?
>>
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>>978968
>>978971
>>978972
ive been using this for the past week and it works pretty nicely although its a bit underwhealming that is tracking through excel file
>4.Does not handle #activerWindow time so if you keep a max window open it will count the time nonetheless. So yeah keeping time of that would also be cool.
pretty often i have 2 or more files open at the same time, so that could pose a problem in the long run and really mess up the total time
itd be nice if there was a graph with the total time tracked
>>
>>980045
>its a bit underwhealming that is tracking through excel file
Yep UI would be nice but right now I'm super busy. I'll keep it updated in this and future threads since I know people are using it.

>so that could pose a problem in the long run and really mess up the total time
itd be nice if there was a graph with the total time tracked

Pretty much every max user has 2 or more instances open at the same time so adding an active window callback is in the works but again don't have the time right now.


Important! I still have in he back of my mind the anon with the patch script problem. I have not forgotten you.

Cheers.
>>
>>980045
Oh and don't worry I've been using it since the day I wrote it so if I make some updates I'll make sure to make the original csv file readable.

And yeah obviously I'm planning to code in usage statistics.
>>
>>980045
If you have some project tacking ui inspo post here.
>>
>>980045
>underwhealming that is tracking through excel file
You'd be surprised how many 'systems' rely on plain text csv files.
>>
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>>980052
trying to get a fluorescent strip light but the nook to the right doesnt get much light prolly also for being at right angle to the light
I DLed the IES from some TCP sight, without the IES the light is not well shaped
currently @1000 intensity & cant light the whole room
>>
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>>980050
>>980051
>>980052
>>980053
As far as UI goes I dont think it need to be something too spectacular or complex. Some little icon next to the clock that opens a simple windows is more than enough. As long as it display the total time and update whenever 3dsMax is closed, you don't need much else.
But I think it'd be nice if you can make it so that it continuously track time through different versions of max, since I'm not sure if copy pasting the excel file will add new etries or rewrite existing.
> adding an active window callback is in the works but again don't have the time right now.
do you need to bother with all that, tracking active windows and tracking the file names in the excel?
Wont it be easier to just track the time the program is opened, the .exe, regardless of how many instances or which one is currently active?
Its interesting to look back at different projects and how long you spend on each, but as time progress it can become clattered with informations for projects you barely remember.
So maybe adding an extra tab in the UI that has a list of the most recent projects could be a nice addition in the future.

I use Lightshot for capturing screenshots, since better options than default windows, and I think the type of UI/menus it has is more than enough for something like that.
>>
>>980128
>since I'm not sure if copy pasting the excel file will add new etries or rewrite existing
ok i tested it and if you manually copy the excel file it adds another entry without deleting anything
>>
File: picrel.jpg (1.07 MB, 2880x1809)
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Posting picrel a recent project.
>>980123
Post the ies profile I want to toroubleshoot it.It may be a bad ies profile.
Also, don't light an entire space with just one light dude wtf. Try and use a combination of natural and artificial lighting even at night.
>>980128
Noted.
>Wont it be easier to just track the time the program is opened, the .exe, regardless of how many instances or which one is currently active?
That is exactly what the active window call back does lol. It's just that I need to test it because in the maxscript refeence guide they tell its a cpu heavy method so I don't want to fuck up your or my 3ds max.
>I use Lightshot for capturing screenshots, since better options than default windows, and I think the type of UI/menus it has is more than enough for something like that.
Noted.
>>980132
Yes. I've found a bug yesterday, since the start time is a persistent global it tracks the original start date of the session so this is why you can get 24+ hour sessions.
>>
>>980145
>Post the ies profile I want to toroubleshoot it
TCPGPS2UZDA835K under LED General Purpose Strips
https://www.tcpi.com/ies-files/

>Also, don't light an entire space with just one light dude wtf. Try and use a combination of natural and artificial lighting even at night.

I have CoronaSun on for what it's worth
Do I have to setup fake lights like they do in movie sets?
Thought the lights having all these metrics meant to imitate IRL light for ease of setup
>>
>>980145
is there a parametric way to do the fences in your picrel? or do you have to do it manually?
>>
>>980166
3ds max has all the tools to do it with modifiers.
Spline > Normalize > Explode > Spacing Tool > Referenced Path Deform etc etc. I automate that process with a simple cloning script.

Yes you can do it 'parametrically' with something like rail clone or max creation graph but 3ds max comes with all the modelling tools you need.
>>
>>980165
ies is alright
>I have CoronaSun on for what it's worth
Dude I;m speechless where the fuck is the natural light then? Your capacity for fucking things up and over complicating stuff never ceases to amaze me.
>Do I have to setup fake lights like they do in movie sets?
No no no,
>Thought the lights having all these metrics meant to imitate IRL light for ease of setup
Corona is so easy to use from the get goit is impossible to get these results without you meddling with settings.
>>
>>980165
>>980198
I really need to see a copy of that scene it's impossible you are getting such results.
>>
>>980199
https://drive.google.com/file/d/1Sbdpe4jQ0Ui0CBxV47Loc4ZclTP3095X/view?usp=drive_link
some objects might be misplaced/mis-sized cuz initiating civilView alone fucked the scene up permanently
>>
>>980213
Request sent
>>
>>980236
didnt know I need to grant access over a direct link
added you as an editor dunno if that'll do it
>>
>>980276
Thanks. Please save in max 2022 I don't update my max too often for stability's sake and because I have to pay a bunch of plugin renewals.
>>
>>980289
i dont have the space for another
>>
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>>980291
Another max installation or max file in the drive? Dude just save the damn file in a lower version and replace the one you have in the drive and share.
wtf Do i have to explain it to you using playdoh?
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>>980296
https://mega.nz/file/eFcW0TIS#It1EejRRC7sWkZdEZfXJuNg6xUeeadFGTZTxM4Aw_r0
>>
>>980299
>https://mega.nz/file/

Thx Ill check it tomorrow.
>>
>>980299
Couldn't resist... dude who the fuck told you to load and hdri using the osl hdr map wtf!??!!
>>
>>980301
something on youtube
probably the dumb bitch from archviz artist
what are the correct ways to do it?
>>
>>980302
Dude I'm speechless everything is wrong with this scene. I'm not wasting any time explaining it to you in text. I'll just go ahead and fix it and reupload it.

Just to summarize not only it is technically wrong but it's conceptually wrong. How do you expect to geta nice lighting using just one fucking florescent tube for a whole living room?

Turn off your pc, get out of your asian shitholwe and go to the nearest 4/5 star hotel and take some pictures. You definetly need to have better mental references than your dimly lit room.
>>
>>980303
our kitchen is way bigger & can be lit with 1 of these strips
the only area that doesnt get light is the understairs
a hallway directly facing the light source like that should at least get some light
>>
>>980306
& this is how it looks @4 lights x100 intensity
light cylinder is glaring while the emitted light is just shit
not even remotely realistic
>>
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>>980307
>>
>>980306
>our kitchen is way bigger & can be lit with 1 of these strips
>>980307
>light cylinder is glaring while the emitted light is just shit
not even remotely realistic

Meanwhile the scene is lit with a light cylinder [that has an ies profile so it does not behave like a cylinder] the cylinder is hidden behind a poorly modelled acrylic object with badly set up absorption and refraction, the cylinder is 50% embedded in the wall.The light cylinder is scaled at 5000% so the values are not real. The whole house has incorrect normals, all windows panes have no volume and bad materials every object has 5+ edit poly modifiers for no reason, all shaders are shit, The whole file weights 114mb of wich 100mb are copied doorframes, a single fence door, a couple of tables.Everything is in a single layer and there is no order to the whole scene.
And he blames corona for being shit.
Just give up and change careers you seem to be an expert at making excuses, I recommend politician.
Fuck you and your house.
>>
>>980306
>>980307
I have a transgender friend, he yearns to become a waifu someday and wear scantily clad outfits but you dude are a billion times more of a faggot.
>>
>>980342
>the scene is lit with a light cylinder [that has an ies profile so it does not behave like a cylinder]
it didnt make a difference when the light was rect & properly setup
>the cylinder is hidden behind a poorly modelled acrylic object with badly set up absorption and refraction
refraction/frensel only fractionally different to Clear Glass
>The light cylinder is scaled at 5000%
I advertently never touched scale cuz I know x-form turns to shitsoup in max for no reason, not my fault corona/max's units get permanently fucked just from initializing civilView
>every object has 5+ edit poly modifiers for no reason
non destructive workflow you might've heard of that faggot
>The whole file weights 114mb of wich 100mb are copied doorframes, a single fence door, a couple of tables.Everything is in a single layer and there is no order to the whole scene.
so what? its a practice scene to shoot the shit

>>980345
why dont you model a dildo & hump it while your trans friend fucks your face faggot
>>
>Excuses excuses excuses
Nice one anon.
>non destructive workflow you might've heard of that faggot
Try and move a single splice knot on you grass base spline and then tell me if you know the faintest shit about 'non destructive w&*(^low' you gigantic piece of human waste. I hope your kebab eating mother puts you back into your vagina and then aborts you the way she should've.
>>
>>976654
How do I get my hands on 3DS Max while poor?
>>
>>980681
You rent it from Thor.
>>
>>980682
?
>>
>>980681
3ds max indie

https://www.autodesk.com/campaigns/me-indie

It cost less than your vaping habit or taking the bus.
>>
>>980694
$350
Fuck
>>
>>980701
If you can't afford the other (free) alternative you don't have the tinkering mindset for cg.

Fuck. These days people do come with their brains neutered.
>>
>>980681
>>980701
go suck off the australian donut maker to become yet another blendlet if you're this broke and dont have the mental capacity to torrent
>>
>>980727
Do you know a reputable torrent
>>
>>980804
>Do you know a reputable torrent
Glow less anon.
>>
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>>980132
i meant copying on another pc
>>980145
>That is exactly what the active window call back does lol
yea, ik shit about codding, thought it refered to the window you're using atm
>this is why you can get 24+ hour sessions.
i got 24h sessions bcs i leave my shitty work pc to render over night so when you add the hours from the day it stacks up a lot
i left it last friday and by monday i got 60hours+
>>
anyone here got expirience with fstorm?
is it worth investing time in it over vray or corona?
>>
>>980805
???
>>
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How would I go about modeling a twisted tape like this? I tried the twist modifier but it's not giving me the desired result
>>
>>981939
The path deform modifier has a driven rotation modifier that can control the twist using a curve.

But for that ribbon I'd model it manually or simulate it.
>>
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>>981939
>>981963

Something like this. I'd still do it manually but that's me. It depends on the level of realism you need.
>>
>>981963
>>981964
brillant thanks
>>
>>981986
Np. Keep posting
>>
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Trying this luma labs stuff for the first time. I've always had problems with kid assets in pools cuz there is not many but this stuff is powerful. The models are not super realistic but with some trickery they definitely work.
>>
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>>982068
whats with corona scatter?
>>
>>981964
If you're still here, how would you do it manually? edit. spline then edit. poly and rotate some parts? or is there a way to rotate spline points?
>>
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>>982969
What's up with it? If you are asking why those lineas appear it's because cscatter uses a poligonal solver and no a uv solver like forest. Try and add a quadify modifier to your soil object.

>>982970
Literally like that.
> is there a way to rotate spline points?
No spine points do not have an orientation per se, that's what nurbs are for. You'll have to do that poligonally.

I've found that making it manually is a chore but makes the best results. Leverage your modifier stack, use the path technique and then editpoly.
>>
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when i have 1 bitmap texture pluged into a tile map, how can i make the texture rotate or randomize the tiling?
the material is applyed to a plane with 1 face, there any workout without having to use floor generator
>>
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>>983389
You could play around with osl maps. I personally use bercon map plugin with multitexture plugin.
>>
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We can't stop winning maxbros. LOL.



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