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5 - this one is a rather warning for max 7 users: did you know that if you instance a map in one mat two or more times, then click make unique button it will destroy the shader.
The shader is still there just use the eyedropper to get it back into the mat editor
5 - this one is a rather warning for max 7 users: did you know that if you instance a map in one mat two or more times, then click make unique button it will destroy the shader.
The shader is still there just use the eyedropper to get it back into the mat editor
5 - this one is a rather warning for max 7 users: did you know that if you instance a map in one mat two or more times, then click make unique button it will destroy the shader.
if the shader is applied to an object you can still get it back by clicking on get from object.
15 - attaching multiple heavy objects in 3ds max via editable mesh/poly will perform a memory leak which will force max to jump the memory to maximum then crash. (test is done by cloning 100 (100x100) spheres and attaching them all in one batch. While if you attach them one by one your memory will grow exponentially, but you will be able to attache an nth number of them then save, close max open max and continue. (maya can do this attachement with memory under 900mb)
That's true. But there is another trick about it. Just attach a few objects then type: -> gc() <- into the white script/command line in the left lower corner. This should clear the cache and memory should be free again.
Use 'i' to navigate and '[' + ']' to zoom towards your mouse cursor. very handy when you don't want to cancel a selection sequence and still need to zoom/navigate.
You can contact StudioGijs for 3D visualization and 3D modeling related services and on-site training.
Here are a few of mine…..more if I can remember.
1. Further to Morbid’s :
To dynamicly work with modifiers you can drag and drop modifiers from one object to another. I.e. you have cube 1 and cube 2, cube 1 has meshSmooth on it, you can click and drag meshSmooth onto cube 2 and it will be copied there. You can hold down ctrl + drag will instace the modifier, shit+drag will move the modifier from one object to another.
If you select a modifier on the stack (use shift to select multiple) right click, you can copy it and paste it onto the modifier stack of another object. Useful for modifiers with lots of parameters such as a bevel that you want to apply to lots of objects.
2. Obvious one really but I don’t know how long it had been there before I noticed it . There is a lock button at the bottom of the Render Scene dialogue box. Use to always render the camera view and not the current viewport.
3. Render Scene >> Common Parameters. If you right click on the resolution presets you can change them to values more suitable for your industry on a particular project.
4. AutoCAD & ADT Users. If you only model using the ‘3d solids’ commands and not the older ‘3d’ surfaces and primitives you will never get flipped surface normals when import into Max.
5. For anyone who ever does interiors, http://www.thesamplecentre.com has thousands of whole carpet tiles JPEGed ready to download.
6. Maya Users. You can successfully use VRay with Maya if you just change … Oh well that’s enough for now.
3. Render Scene >> Common Parameters. If you right click on the resolution presets you can change them to values more suitable for your industry on a particular project.
Thanks, didn't know this one.
You can contact StudioGijs for 3D visualization and 3D modeling related services and on-site training.
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