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RC1: I try to invert a bump map.
(a) If I set "invert" bitmap, than the preview of the texture window show me an inverted image, but the rendering dosn't show me any bump effect.
(b) If I use negativ bump values, than I get my bump effect, but it show me the polygons lines of the object. Looks very strange.
OK, no new bug, but maybe a little motivation to spend some time for that issues.
... at the moment, all not used materials will be deleted from the library. I'm not so happy about it. Example: I render a door opener for a client. Four different models and five different materials. My problem is, if I don't have assigned all my materials, than the unassigned material will be deleted from my rhino file. But I need all five materials in the file for later use. I would like, if the user could use a delete button for materials and no automatic delete.
Today I'm working on a scene with different flagstones. Per tile I set color, bump and reflection textures. I would like to use a copy of the material for a second material with an other color map. It's very difficult to duplicate a material. Only one way I have found: edit the material of an object - rename - export - close the material without assign - create a new material - import the previous saved material.
PS: I'm very happy about the usage of texture tiling. Works fine. Thank you.
... at the moment, all not used materials will be deleted from the library. I'm not so happy about it. Example: I render a door opener for a client. Four different models and five different materials. My problem is, if I don't have assigned all my materials, than the unassigned material will be deleted from my rhino file. But I need all five materials in the file for later use. I would like, if the user could use a delete button for materials and no automatic delete.
I'll see what I can do. The multiple copies of an instance loading should be fixed in this new build, however, if you saved a file with all those copies there is nothing I can do about it. Your new scenes should not suffer from this issue
Today I'm working on a scene with different flagstones. Per tile I set color, bump and reflection textures. I would like to use a copy of the material for a second material with an other color map. It's very difficult to duplicate a material. Only one way I have found: edit the material of an object - rename - export - close the material without assign - create a new material - import the previous saved material.
If you want to duplicate a material for another object here is what you need to do.
1.Select the object you want to apply the material to
2. Hit "Create" to create a material for it (not Edit)
3. Right click on your material name and select "Import from scene"
4. Choose to import as a copy of whatever material you want
Bingo, you have a duplicated scene material ready for usage and modification.
(1) texture type "checker" and "grid" dosn't work right: if I try to set a color, I get problems.
(2) Fresnel problem: create a mat and set diffuse color grey (115) and enable fresnel (1.55) -> mat preview ok. Now set diffuse color black -> mat preview show much less reflection. I think, the reflection should be independent from the diffuse color like the reflection on billard spheres.
(3) Fresnel color: set a material diffuse grey + fresnel 30 + fresnel color red -> texture preview blue -> mat preview is red and blueish
Also, I think, the fresnel color should be controled by a texture too. Example: I try to create ground tiles. I need the fresnel and a reflection map for the nonreflective gaps. Please, if you can fix it soon, because I can not create good looking ground tiles like in the previous releases.
(4) set diifuse color black + reflection color orange (no fresnel) -> mat preview show a orange reflective sphere - ok.
Now use a orange texture instead -> texture preview ok, but material preview show an invers colored reflective sphere.
The same effect, if I use the Acolor option.
Example: I try to render a brass surface. I take a brownish-orange map but get a blueish material. If I invert the map, than it works like I need it.
Hallo Wouter, what are your last thoughts about the double side option? I'm curious to know, do it work same in 3DSMax? Is one side of a single sided surface black too?
Vlado, do you see a way to make that a single side surface get not black side please? For example for leaves.
What do you think about the "double side" problem for refractive materials (see a few posts above in this thread here)?
It seems to be the file I'm working on, not sure if its a bug, or somthing else, however I seem to be getting invalid light cache samples. I've been working on this model since version 12.1 or so, no problems. I've did a test rendering last night with RC1, no problems. However today after some modeling, I'm running into invalid light cache samples when I render (Light Cache samples appears blue).
I'm using Vlado's Universal settings, I've replaced all the lights in the scene, and checked for bad objects. I'm kinda lost as to why all of the sudden this started happening. Any thoughts?
(EDIT)
It seems to be some bad polygon meshes, once hidden, the scene renders correctly.
Go figure.
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