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RENDERING A MODEL NOT DONE WITH 3DSTUDIOMAX

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  • #16
    I'm using powerRhino toMax, it works quite well.

    hey flipside, do you know that if you name your objects in Rhino the names of the objects are kept in Max? I requested the same feature for names of layers, we'll see if they implement that on a future version.

    Gustavo

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    • #17
      hehe I asked that too!
      I also asked for grouped objects to stay grouped in max.
      Aversis 3D | Download High Quality HDRI Maps | Vray Tutorials | Free Texture Maps

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      • #18
        gustojunk are u meaning that Rhino2max saves the name's object of Rhino into MAX or not?

        Thank You

        GC

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        • #19
          Yes it does that, but you first have to name them in rhino of course! Before I used powerrhinotomax i never named objects in rhino, there was no need for it.
          Aversis 3D | Download High Quality HDRI Maps | Vray Tutorials | Free Texture Maps

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          • #20
            thats great, but yes if u have complex stuff it can save youa lot of time overall...

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            • #21
              yeah named objects do translate to Max, so using the layers palette in Max you can expand a layer and select each object by name there. I think it's silly not to keep the LAYER names too, hopefully they'll implement that soon, they mentioned it didn't seem a hard thing to achieve from their end.

              Now, I think would be ideal if there is a material transaltion /correlation. Let's say in Rhino I apply a chrome shader (from my flamingo library, names 'chrome_flashy'. When the file gets imported to Max, the translator looks at what material name property assigned to a particular object and assigns a Vray material with the same name 'chrome_flashy' to it on the fly!!!

              this makes sense to me because there are lost of custom shaders that I reuse over and over such as certain textured plastics, rubber, metals, glossy paints, etc. If I keep to correlated librabies in Rhino and Max I can previsualize and assign quickly in Rhino while I'm builind/designing parts and then I don't have to start assignin materials from scratch inside Max.

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              • #22
                I think this doesnt makes much sense, rhino's material very limited, if u have flamingo then why use Max?> The only reason can be is animation, if u do animation, then its a waste of time to play with mats anyway..

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                • #23
                  Originally posted by losbellos
                  if u have flamingo then why use Max
                  Do you have flamingo? It can create good images, but not as easily as with max/vray!
                  Aversis 3D | Download High Quality HDRI Maps | Vray Tutorials | Free Texture Maps

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                  • #24
                    I know, But I mean if u invest in Flamingo...(cost quite few hudreed $) there is no reason for max, except animation. I know that max is lightyears ahead of usefulness, easyness, etc
                    So follow this logic and u'll see there is no really need to bother in rhino,or even Flamingo (if u plan to use max for the render)with the materials. Thats what I learned.

                    I tried out flamingo, and saw nice images, the photometric lights quality outstanding I think, otherwise i dont feel too friendly. Anyway I didnt wanted to buy, just have a look on the trial/whatever was. I also didnt like those lines in the demo.

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                    • #25
                      Originally posted by losbellos
                      I know, But I mean if u invest in Flamingo...(cost quite few hudreed $) there is no reason for max, except animation. I know that max is lightyears ahead of usefulness, easyness, etc
                      So follow this logic and u'll see there is no really need to bother in rhino,or even Flamingo (if u plan to use max for the render)with the materials. Thats what I learned.

                      I tried out flamingo, and saw nice images, the photometric lights quality outstanding I think, otherwise i dont feel too friendly. Anyway I didnt wanted to buy, just have a look on the trial/whatever was. I also didnt like those lines in the demo.

                      Mmm I disagree completely...
                      If you have rhino+flamingo, there really is a reason to buy max, being photorealistic rendering, animation, cloth simulations, fluids, etc... In other words, visualisation stuff.

                      If I have to do quick renders to show some early stage of a productdesign, I just use flamingo because there is no need for photorealism. If the product is finished and really good pics are needed, then I use vray (and max).

                      Max is lightyears behind if it comes to user friendlyness, they can learn a lot from rhino interface imo.

                      No need to bother in rhino??? If you're doing game development maybe? If you do product design, and need accurate models, don't bother in max because it can't even draw a precise spline! You can't do anything in production with a meshsmoothed model, after all it's just an approximation of an approximation of the real measurments. Nurbs surfaces are mathematically correct representations.

                      I think rhino/flamingo + max/vray is a very good combination of software if you're working with 3D in a broad sense of the word.
                      Aversis 3D | Download High Quality HDRI Maps | Vray Tutorials | Free Texture Maps

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                      • #26
                        flipside... I am ONLY modelling in rhino...You completly misunderstood the point... We are talking about where to render the objects(actually about material transport), not where to model...

                        if u do prewiev,or something not so important,u render it in flamingo, thats all right, but this case u dont need max...

                        So if one knows what to do, never face a situation, where time need to be invested in double work. What I mean? I mean playing with the materials in flamingo, then move to max and create new materials scene..., and this was the topic of our talk.

                        Regarding rendering and animaton, max is lightyears ahead (in user friendlyness etc) Modelling, rhino is the best, no doubt.

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                        • #27
                          I agree 100% with Flipside here. I don't need Max/Vray in every single model I build in Rhino, but I do need a decent 'preview' solution better that open GL shaders. That's when Flamngo comes in. Also I don't propose tweaking materials in Flamingo AND in Max/Vray. I would use a library with my frequent materials in both, so I assign once in flamingo (scripting so my flamingo renderings , wireframe color and openGl view match up) and the re-assignment of materials is automatic in Max. Tweaks will definetely happen in Max only. and would have to be fine tuned a model per model basis for specific camera and lighting situations.

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                          • #28
                            Hehe I indeed didn't understand your post for 100% (sorry!)

                            I thought you meant that when you have max, there's no need for rhino!

                            It's true that you will never make very good mats in flamingo if you plan to use max for the final renders. Not sure how it would be possible to tranfer much info about flamingo shaders into vray mats...

                            it would be great though that when you assign 5 mats in rhino to 500 objects, that after import in max, you would still have 5 mats in the scene (instead of 500 like it is now...). You would only need to eyedrop these 5 mats into the editor, make vraymats of it and render.
                            Aversis 3D | Download High Quality HDRI Maps | Vray Tutorials | Free Texture Maps

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                            • #29
                              I use Rhino to model...precise detailed architecture models are hard to achieve in 3dsmax with a waste of time and energy!!!

                              Rhino is precise and simple!
                              I agree with flipside...for "quickly" visualization at the early stage of my design, is useful render with Flamingo...but there is no match I think with 3ds/Vray....another story!

                              Very realistic results in very lower time! Flamingo with complex models stucks...

                              on the other hand...would be very useful keep some information about material translating it to vray...anyway I think I'd re-edit it anyway, but it is surely better starting by something and not from zero.

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                              • #30
                                well the whole keep information of materials was not my original intent, and i don't think is a good idea. the reason for that: does not make sense to me keep any other information than the RGB values for color in flamingo = RGB values of diffuse in Max. The rest of the flamingo shaters settings are absolute crap compared to the settings in Max/Vray, so why to have the half ass renderer driving the good one, just because it was there first?

                                But my original goal is to have assigned same materials matching MATERIAL'S NAMES from one app to the other. That's a great starting point! if the piece that I assign chome in Flamingo when imported to Max itself assigns a Chome material, ,the fact that the chrome in flamingo might be ugly, rusted and ink will not matter because Max will look only at it's name to find a matching one in Max.

                                I'm sure this could be scripted from both ends, but I can't think of how. Any Ideas?

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