<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-1538011296346363920</id><updated>2012-02-04T12:45:28.128-08:00</updated><category term='Info'/><category term='Import'/><category term='Modeling'/><category term='Rendering'/><category term='Error'/><category term='Maxwell'/><category term='Script'/><category term='Texture'/><category term='Compositing'/><title type='text'>Visualization Tips</title><subtitle type='html'>3ds max, mental ray and more</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://3dvisualizationtips.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://3dvisualizationtips.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Akiko Okabe</name><uri>http://www.blogger.com/profile/03545970170406633092</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_fEL_Na7THaA/S5KjYk5LfgI/AAAAAAAAAJg/D1RzRxR-d-s/S220/face.jpg'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>27</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-1538011296346363920.post-2649387682453860356</id><published>2012-01-09T19:14:00.001-08:00</published><updated>2012-01-25T07:51:39.355-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Error'/><title type='text'>Image I/O Error Invalid Image File Header</title><content type='html'>&lt;a href="http://3.bp.blogspot.com/-zqp9OHwNQXs/TwutOPyJJEI/AAAAAAAAAb0/EnRR9P9Gfws/s1600/jpeg%2Berror.JPG"&gt;&lt;img style="margin: 0px 10px 10px 0px; width: 200px; height: 68px; float: left; cursor: pointer;" id="BLOGGER_PHOTO_ID_5695836614006744130" border="0" alt="" src="http://3.bp.blogspot.com/-zqp9OHwNQXs/TwutOPyJJEI/AAAAAAAAAb0/EnRR9P9Gfws/s200/jpeg%2Berror.JPG" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Once a while, I get this message 'Image I/O Error Invalid Image File Header' when I get a model from Revit. Usually, I replace all materials so it is not a big deal. However, a couple weeks ago I got a project that I didn't need to replace some materials. I use net render and it is a problem now. There were no missing maps but servers couldn't find a couple jpeg images... net render was failed. I was wondering maybe a bitmap path was broken but not... and realized 3ds max can't open some jpeg images. I checked those jpeg images and this is the way I fixed the problem.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;1 - Find problem files: Those jpeg file sizes are bigger than other jpeg in a folder. Over 100 kb. You can find file names from a net render error massage.&lt;/div&gt;&lt;div&gt;2 - Photoshop can't open those files but Window's Paint can. &lt;/div&gt;&lt;div&gt;Go to Windows &amp;gt; Accessories &amp;gt; Paint then open/ save images to jpeg again. &lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Now, the error is gone. &lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1538011296346363920-2649387682453860356?l=3dvisualizationtips.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dvisualizationtips.blogspot.com/feeds/2649387682453860356/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dvisualizationtips.blogspot.com/2012/01/image-io-error-invalid-image-file.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/2649387682453860356'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/2649387682453860356'/><link rel='alternate' type='text/html' href='http://3dvisualizationtips.blogspot.com/2012/01/image-io-error-invalid-image-file.html' title='Image I/O Error Invalid Image File Header'/><author><name>Akiko Okabe</name><uri>http://www.blogger.com/profile/03545970170406633092</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_fEL_Na7THaA/S5KjYk5LfgI/AAAAAAAAAJg/D1RzRxR-d-s/S220/face.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/-zqp9OHwNQXs/TwutOPyJJEI/AAAAAAAAAb0/EnRR9P9Gfws/s72-c/jpeg%2Berror.JPG' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1538011296346363920.post-4285373027214677604</id><published>2011-11-11T21:29:00.000-08:00</published><updated>2012-01-09T19:11:40.978-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Info'/><title type='text'>Tip for coming back projects and sharing files.</title><content type='html'>I like to use File Properties to write down a memo. For example, which render elements used, environment settings for each view or a final render size. Sometimes a project is coming back a year later but usually I forget everything, so the memo is a saver. Also, it helps to share files. You can put a comment for next person.&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;File Properties - &lt;/div&gt;&lt;div&gt;&lt;div&gt;Go to 3ds max logo &amp;gt;Properties &amp;gt; File Properties.&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1538011296346363920-4285373027214677604?l=3dvisualizationtips.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dvisualizationtips.blogspot.com/feeds/4285373027214677604/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dvisualizationtips.blogspot.com/2011/11/tip-for-coming-back-projects-and.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/4285373027214677604'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/4285373027214677604'/><link rel='alternate' type='text/html' href='http://3dvisualizationtips.blogspot.com/2011/11/tip-for-coming-back-projects-and.html' title='Tip for coming back projects and sharing files.'/><author><name>Akiko Okabe</name><uri>http://www.blogger.com/profile/03545970170406633092</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_fEL_Na7THaA/S5KjYk5LfgI/AAAAAAAAAJg/D1RzRxR-d-s/S220/face.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1538011296346363920.post-5883688844803674049</id><published>2011-11-09T19:54:00.000-08:00</published><updated>2011-11-09T19:59:53.193-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Rendering'/><title type='text'>How to figure out render output size?</title><content type='html'>&lt;div&gt;A couple weeks ago, I used batch render instead of backburner because of network issue at my work place. When I opened a menu, I noticed a tab below that was called ‘Print Size Assistant’. I never used it but it was a handy tool.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Go to Rendering &amp;gt; Print Size Assistant. You can change a paper size and DPI easily and then when you are okay with settings click Render Setup. It will automatically change Render Output Size for you. &lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1538011296346363920-5883688844803674049?l=3dvisualizationtips.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dvisualizationtips.blogspot.com/feeds/5883688844803674049/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dvisualizationtips.blogspot.com/2011/11/how-to-figure-out-render-output-size.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/5883688844803674049'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/5883688844803674049'/><link rel='alternate' type='text/html' href='http://3dvisualizationtips.blogspot.com/2011/11/how-to-figure-out-render-output-size.html' title='How to figure out render output size?'/><author><name>Akiko Okabe</name><uri>http://www.blogger.com/profile/03545970170406633092</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_fEL_Na7THaA/S5KjYk5LfgI/AAAAAAAAAJg/D1RzRxR-d-s/S220/face.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1538011296346363920.post-5156843061053480625</id><published>2011-09-22T20:06:00.000-07:00</published><updated>2012-01-27T14:23:05.702-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Rendering'/><title type='text'>How to speed up a render time for Mental Ray rendering.</title><content type='html'>&lt;div&gt;There are so many ways to speed up a render and these are some quick tip for it. Some tips are not only for Mental Ray.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;1 - Use a proxy object for a car, tree, people, furniture and etc.. (High poly objects)&lt;/div&gt;&lt;div&gt;2 - When you send a render, change a view port display to Bounding Box. Top left corner.  &lt;/div&gt;&lt;div&gt;3 - Try avoid using ‘Force 2-Sided’ option under Render Setting &amp;gt; Common &amp;gt; Options&lt;/div&gt;&lt;div&gt;4 - Turn off ‘Rendered Frame Window’ under Render Setup &amp;gt; Common &amp;gt; Render Output. Net render also has a same option.&lt;/div&gt;&lt;div&gt;5 - Lower samples. Try Min – 1 and Max – 4 and if you are not satisfying the quality then use higher samples.&lt;/div&gt;&lt;div&gt;6 - Use BSP2 under Render Setup &amp;gt; Renderer &amp;gt; Rendering Algorithms &amp;gt; Raytrace Acceleration (Especially a scene is big)&lt;/div&gt;&lt;div&gt;7 - Save Final FG and GI maps under Render Setup &amp;gt; Indirect Illumination &amp;gt; Reuse&lt;/div&gt;&lt;div&gt;8 - Use a net render or bucket render.&lt;/div&gt;&lt;div&gt;9 - Make sure your model is close to 0,0,0 point. &lt;/div&gt;&lt;div&gt;10 - Don't use a big image file for a material. &lt;/div&gt;&lt;div&gt;11 - Merge all modifier.&lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1538011296346363920-5156843061053480625?l=3dvisualizationtips.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dvisualizationtips.blogspot.com/feeds/5156843061053480625/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dvisualizationtips.blogspot.com/2011/09/how-to-speed-up-render-time.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/5156843061053480625'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/5156843061053480625'/><link rel='alternate' type='text/html' href='http://3dvisualizationtips.blogspot.com/2011/09/how-to-speed-up-render-time.html' title='How to speed up a render time for Mental Ray rendering.'/><author><name>Akiko Okabe</name><uri>http://www.blogger.com/profile/03545970170406633092</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_fEL_Na7THaA/S5KjYk5LfgI/AAAAAAAAAJg/D1RzRxR-d-s/S220/face.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1538011296346363920.post-925590378856310245</id><published>2011-07-18T14:50:00.000-07:00</published><updated>2011-11-10T19:42:32.081-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Modeling'/><title type='text'>Doesn't Work Smoothing Group</title><content type='html'>&lt;a href="http://3.bp.blogspot.com/-LCLAMFZosRc/TiStBoly0rI/AAAAAAAAAbs/k6J0zS4l_Rs/s1600/smoothing01.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;width: 200px; height: 150px;" src="http://3.bp.blogspot.com/-LCLAMFZosRc/TiStBoly0rI/AAAAAAAAAbs/k6J0zS4l_Rs/s200/smoothing01.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5630815677707375282" /&gt;&lt;/a&gt;&lt;div&gt;Even you use an auto smooth, sometimes an object doesn't get a smooth surface. Especially, the object comes from other programs. If it happens, you can try one of these steps.&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"&gt;Option 1 - Export to 3DS then import it back.&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"&gt;Option 2 - Select all polygons &amp;gt; detach. Then select a new object that you just create and do an auto soomth.&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"&gt;Option 3 - Adding Editable Mesh or Editable Poly modify then do an auto smooth.&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"&gt;These are not a perfect solution but it works for me most of times.&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1538011296346363920-925590378856310245?l=3dvisualizationtips.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dvisualizationtips.blogspot.com/feeds/925590378856310245/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dvisualizationtips.blogspot.com/2011/07/smoothing-group.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/925590378856310245'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/925590378856310245'/><link rel='alternate' type='text/html' href='http://3dvisualizationtips.blogspot.com/2011/07/smoothing-group.html' title='Doesn&apos;t Work Smoothing Group'/><author><name>Akiko Okabe</name><uri>http://www.blogger.com/profile/03545970170406633092</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_fEL_Na7THaA/S5KjYk5LfgI/AAAAAAAAAJg/D1RzRxR-d-s/S220/face.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/-LCLAMFZosRc/TiStBoly0rI/AAAAAAAAAbs/k6J0zS4l_Rs/s72-c/smoothing01.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1538011296346363920.post-883764373421820525</id><published>2011-03-29T19:03:00.000-07:00</published><updated>2012-01-27T07:40:20.824-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Rendering'/><title type='text'>save FG GI map</title><content type='html'>&lt;span style="line-height: 17px;" class="Apple-style-span"&gt;&lt;p style="margin: 0px 0px 0pt; color: rgb(42, 42, 42); line-height: 20px;" class="ecxMsoNormal"&gt;&lt;/p&gt;&lt;p style="margin: 0in 0in 0pt; line-height: 12.3pt;" class="ecxmsonormal"&gt;&lt;span class="Apple-style-span"&gt;Saving FG and GI maps are great time savers. Also it reduces a flickering issue from an animation.&lt;/span&gt;&lt;/p&gt;&lt;p style="margin: 0in 0in 0pt; line-height: 12.3pt;" class="ecxmsonormal"&gt;&lt;span class="Apple-style-span"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="margin: 0in 0in 0pt; line-height: 12.3pt;" class="ecxmsonormal"&gt;&lt;span class="Apple-style-span"&gt;After tweaking the render settings (ready to render)&lt;/span&gt;&lt;/p&gt;&lt;span class="Apple-style-span"&gt;&lt;span class="Apple-style-span"&gt;  &lt;/span&gt;&lt;p style="margin: 0in 0in 0pt; line-height: 12.3pt;" class="ecxmsonormal"&gt;&lt;span class="Apple-style-span"&gt;&lt;span&gt; &lt;/span&gt;&lt;span&gt;&lt;?xml:namespace prefix = o /&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin: 0in 0in 0pt; line-height: 12.3pt;" class="ecxmsonormal"&gt;&lt;span class="Apple-style-span"&gt;&lt;span&gt;1) Go to Render Setup &amp;gt; Common&lt;/span&gt;&lt;span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin: 0in 0in 0pt; line-height: 12.3pt;" class="ecxmsonormal"&gt;&lt;span class="Apple-style-span"&gt;&lt;span&gt;Set up Output Size smaller than final render image, so you can save a time. Make sure an aspect is the same. I usually use ¼ or ½ of original size.&lt;/span&gt;&lt;span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="margin: 0in 0in 0pt; line-height: 12.3pt;" class="ecxmsonormal"&gt;&lt;span class="Apple-style-span"&gt;&lt;span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin: 0in 0in 0pt; line-height: 12.3pt;" class="ecxmsonormal"&gt;&lt;span class="Apple-style-span"&gt;&lt;span&gt; &lt;/span&gt;&lt;span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin: 0in 0in 0pt; line-height: 12.3pt;" class="ecxmsonormal"&gt;&lt;span class="Apple-style-span"&gt;2) Then, go to Indirect Illumination &amp;gt; Reuse (FG and GI Disk Caching)&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin: 0in 0in 0pt; line-height: 12.3pt;" class="ecxmsonormal"&gt;&lt;span class="Apple-style-span"&gt;&lt;span&gt;Select a mode (Walkthrough or Animated Objects)&lt;/span&gt;&lt;span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="margin: 0in 0in 0pt; line-height: 12.3pt;" class="ecxmsonormal"&gt;&lt;span class="Apple-style-span"&gt;&lt;span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin: 0in 0in 0pt; line-height: 12.3pt;" class="ecxmsonormal"&gt;&lt;span class="Apple-style-span"&gt;&lt;span&gt; &lt;/span&gt;&lt;span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin: 0in 0in 0pt; line-height: 12.3pt;" class="ecxmsonormal"&gt;&lt;span class="Apple-style-span"&gt;&lt;span&gt;3) Check Calculate FG/GI and Skip Final Render&lt;/span&gt;&lt;span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="margin: 0in 0in 0pt; line-height: 12.3pt;" class="ecxmsonormal"&gt;&lt;span class="Apple-style-span"&gt;&lt;span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin: 0in 0in 0pt; line-height: 12.3pt;" class="ecxmsonormal"&gt;&lt;span class="Apple-style-span"&gt;&lt;span&gt; &lt;/span&gt;&lt;span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin: 0in 0in 0pt; line-height: 12.3pt;" class="ecxmsonormal"&gt;&lt;span class="Apple-style-span"&gt;&lt;span&gt;4) Choose Incrementally Add FG Points to Map Files from Final Gather Map drop-down menu.&lt;/span&gt;&lt;span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="margin: 0in 0in 0pt; line-height: 12.3pt;" class="ecxmsonormal"&gt;&lt;span class="Apple-style-span"&gt;&lt;span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin: 0in 0in 0pt; line-height: 12.3pt;" class="ecxmsonormal"&gt;&lt;span class="Apple-style-span"&gt;&lt;span&gt; &lt;/span&gt;&lt;span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin: 0in 0in 0pt; line-height: 12.3pt;" class="ecxmsonormal"&gt;&lt;span class="Apple-style-span"&gt;&lt;span&gt;5) Click … to select a file name and location&lt;/span&gt;&lt;span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="margin: 0in 0in 0pt; line-height: 12.3pt;" class="ecxmsonormal"&gt;&lt;span class="Apple-style-span"&gt;&lt;span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin: 0in 0in 0pt; line-height: 12.3pt;" class="ecxmsonormal"&gt;&lt;span class="Apple-style-span"&gt;&lt;span&gt; &lt;/span&gt;&lt;span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin: 0in 0in 0pt; line-height: 12.3pt;" class="ecxmsonormal"&gt;&lt;span class="Apple-style-span"&gt;&lt;span&gt;6) Choose frame type from Generate Final Gather Map File Now drop-down menu. This option is useful when you use Walkthrough mode. If you are not doing animation, just click Generate Final Gather Map File Now.&lt;/span&gt;&lt;span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="margin: 0in 0in 0pt; line-height: 12.3pt;" class="ecxmsonormal"&gt;&lt;span class="Apple-style-span"&gt;&lt;span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin: 0in 0in 0pt; line-height: 12.3pt;" class="ecxmsonormal"&gt;&lt;span class="Apple-style-span"&gt;&lt;span&gt; &lt;/span&gt;&lt;span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin: 0in 0in 0pt; line-height: 12.3pt;" class="ecxmsonormal"&gt;&lt;span class="Apple-style-span"&gt;&lt;span&gt;7) After done saving FG map, choose Read FG Points Only from Existing Map Files from Final Gather Map drop-down menu.&lt;/span&gt;&lt;span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="margin: 0in 0in 0pt; line-height: 12.3pt;" class="ecxmsonormal"&gt;&lt;span class="Apple-style-span"&gt;&lt;span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin: 0in 0in 0pt; line-height: 12.3pt;" class="ecxmsonormal"&gt;&lt;span class="Apple-style-span"&gt;&lt;span&gt; &lt;/span&gt;&lt;span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin: 0in 0in 0pt; line-height: 12.3pt;" class="ecxmsonormal"&gt;&lt;span class="Apple-style-span"&gt;&lt;span&gt;8) Before hit render, make sure changing Output Size to original and unchecked '&lt;/span&gt;&lt;/span&gt;Calculate FG/GI and Skip Final Render'.&lt;/p&gt;&lt;p style="margin: 0in 0in 0pt; line-height: 12.3pt;" class="ecxmsonormal"&gt;&lt;br /&gt;&lt;/p&gt;  &lt;p style="margin: 0in 0in 0pt; line-height: 12.3pt;" class="ecxmsonormal"&gt;&lt;span class="Apple-style-span"&gt;&lt;span&gt; &lt;/span&gt;&lt;span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin: 0in 0in 0pt; line-height: 12.3pt;" class="ecxmsonormal"&gt;&lt;span class="Apple-style-span"&gt;&lt;span&gt;Caustics and Global Illumination Photon Map has same steps except without Every N frame(s) option. Because FG is view/ camera dependent and GI is not.&lt;/span&gt;&lt;span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin: 0in 0in 0pt; line-height: 12.3pt;" class="ecxmsonormal"&gt;&lt;span class="Apple-style-span"&gt;&lt;span&gt; &lt;/span&gt;&lt;span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span class="Apple-style-span"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt; &lt;/p&gt;  &lt;p style="margin: 0in 0in 0pt; line-height: 12.3pt;" class="ecxmsonormal"&gt;&lt;br /&gt;&lt;/p&gt;  &lt;p style="margin: 0in 0in 0pt; color: rgb(42, 42, 42); line-height: 12.3pt;" class="ecxmsonormal"&gt;&lt;span style="color: rgb(42, 42, 42);"&gt; &lt;/span&gt;&lt;span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="color: rgb(42, 42, 42);" class="MsoNormal"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/p&gt;&lt;/span&gt;&lt;p style="color: rgb(42, 42, 42);"&gt;&lt;/p&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1538011296346363920-883764373421820525?l=3dvisualizationtips.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dvisualizationtips.blogspot.com/feeds/883764373421820525/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dvisualizationtips.blogspot.com/2011/03/save-fg-gi-map.html#comment-form' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/883764373421820525'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/883764373421820525'/><link rel='alternate' type='text/html' href='http://3dvisualizationtips.blogspot.com/2011/03/save-fg-gi-map.html' title='save FG GI map'/><author><name>Akiko Okabe</name><uri>http://www.blogger.com/profile/03545970170406633092</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_fEL_Na7THaA/S5KjYk5LfgI/AAAAAAAAAJg/D1RzRxR-d-s/S220/face.jpg'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1538011296346363920.post-8835858926183333692</id><published>2011-03-29T18:52:00.000-07:00</published><updated>2011-03-29T19:01:51.796-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Error'/><title type='text'>Can't see GPU usage</title><content type='html'>&lt;span class="Apple-style-span" style="line-height: 17px; "&gt;&lt;span class="Apple-style-span"&gt;&lt;p class="ecxMsoNormal" style="line-height: 20px; margin-top: 0px; margin-right: 0px; margin-bottom: 0.0001pt; margin-left: 0px; "&gt;&lt;span style="line-height: normal; "&gt;&lt;span style="line-height: 20px; " &gt;When our office got a new computer, I tested iray rendering because the computer had a good graphic card. However, a result was not impressive to me, so I installed a desk top gadget that was named GPU Observer. Again, a new result was not I wanted to see. GPU showed 0%... I posted a couple different places about this topic. Some people suggested installing a new graphic card driver so just in case, I checked mental ray log and found a line said ‘no CUDA capable devices found’.  No driver supports CUDA… After installed a new driver, it works fine. &lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="ecxMsoNormal" style="line-height: 20px; margin-top: 0px; margin-right: 0px; margin-bottom: 0.0001pt; margin-left: 0px; "&gt;&lt;span style="line-height: normal; "&gt;&lt;span style="line-height: 20px; " &gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="ecxMsoNormal" style="line-height: 20px; margin-top: 0px; margin-right: 0px; margin-bottom: 0.0001pt; margin-left: 0px; "&gt;&lt;span style="line-height: normal; "&gt;&lt;span style="line-height: 20px; " &gt;Even if, you get a new computer, you might need to install a driver.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="ecxMsoNormal" style="line-height: 20px; margin-top: 0px; margin-right: 0px; margin-bottom: 0.0001pt; margin-left: 0px; "&gt;&lt;span style="line-height: normal; "&gt;&lt;span style="line-height: 20px; " &gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="ecxMsoNormal" style="line-height: 20px; margin-top: 0px; margin-right: 0px; margin-bottom: 0.0001pt; margin-left: 0px; "&gt;&lt;span style="line-height: normal; "&gt;&lt;span style="line-height: 20px; " &gt; &lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="ecxMsoNormal" style="line-height: 20px; margin-top: 0px; margin-right: 0px; margin-bottom: 0.0001pt; margin-left: 0px; "&gt;&lt;span style="line-height: normal; "&gt;&lt;span style="line-height: 20px; " &gt;If you don’t know how to check a log, see this blog.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="ecxMsoNormal" style="line-height: 20px; margin-top: 0px; margin-right: 0px; margin-bottom: 0.0001pt; margin-left: 0px; font-size: 12pt; color: rgb(42, 42, 42); "&gt;&lt;span style="line-height: normal; "&gt;&lt;span style="line-height: 20px; font-size: 12pt; "&gt;&lt;a href="http://area.autodesk.com/blogs/maxstation/n3_check_whether_iray_uses_cpus_or_gpus" target="_blank" style="line-height: 20px; font-weight: inherit; text-decoration: underline; color: blue; cursor: pointer; "&gt;http://area.autodesk.com/blogs/maxstation/n3_check_whether_iray_uses_cpus_or_gpus&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;/span&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1538011296346363920-8835858926183333692?l=3dvisualizationtips.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dvisualizationtips.blogspot.com/feeds/8835858926183333692/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dvisualizationtips.blogspot.com/2011/03/cant-see-gpu-usage.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/8835858926183333692'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/8835858926183333692'/><link rel='alternate' type='text/html' href='http://3dvisualizationtips.blogspot.com/2011/03/cant-see-gpu-usage.html' title='Can&apos;t see GPU usage'/><author><name>Akiko Okabe</name><uri>http://www.blogger.com/profile/03545970170406633092</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_fEL_Na7THaA/S5KjYk5LfgI/AAAAAAAAAJg/D1RzRxR-d-s/S220/face.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1538011296346363920.post-2705372636804324515</id><published>2011-03-23T21:49:00.000-07:00</published><updated>2011-03-23T21:57:43.397-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Error'/><title type='text'>Error parsing Xaml file: Root element is missing.</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/-rmO6otuWaK0/TYrNmMOXnHI/AAAAAAAAAaw/rgKQ9E02_ag/s1600/xaml.PNG"&gt;&lt;img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;width: 200px; height: 89px;" src="http://4.bp.blogspot.com/-rmO6otuWaK0/TYrNmMOXnHI/AAAAAAAAAaw/rgKQ9E02_ag/s200/xaml.PNG" border="0" alt="" id="BLOGGER_PHOTO_ID_5587504343706737778" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/-9ybmOnzazkk/TYrNl9eR2nI/AAAAAAAAAao/kk94RCLGQJo/s1600/xaml2.PNG"&gt;&lt;img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;width: 200px; height: 74px;" src="http://1.bp.blogspot.com/-9ybmOnzazkk/TYrNl9eR2nI/AAAAAAAAAao/kk94RCLGQJo/s200/xaml2.PNG" border="0" alt="" id="BLOGGER_PHOTO_ID_5587504339746937458" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt; &lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;How to fix these? Not to hard. &lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Go to C:\Users\your login user name\AppData (usually this folder is hidden) \Local\Autodesk\3dsMax\2011 - 64bit\enu\UI&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt; &lt;/div&gt;&lt;div&gt;Find those 2 files.&lt;/div&gt;&lt;div&gt;MaxManaged.xaml&lt;/div&gt;&lt;div&gt;MaxManaged.xaml.backup&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt; &lt;/div&gt;&lt;div&gt;Remove (you can delete it but just in case remove now) MaxManaged.xaml from this folder.&lt;/div&gt;&lt;div&gt;Rename MaxManaged.xaml.backup to MaxManaged.xaml&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Should be fine now. &lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1538011296346363920-2705372636804324515?l=3dvisualizationtips.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dvisualizationtips.blogspot.com/feeds/2705372636804324515/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dvisualizationtips.blogspot.com/2011/03/error-parsing-xaml-file-root-element-is.html#comment-form' title='5 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/2705372636804324515'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/2705372636804324515'/><link rel='alternate' type='text/html' href='http://3dvisualizationtips.blogspot.com/2011/03/error-parsing-xaml-file-root-element-is.html' title='Error parsing Xaml file: Root element is missing.'/><author><name>Akiko Okabe</name><uri>http://www.blogger.com/profile/03545970170406633092</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_fEL_Na7THaA/S5KjYk5LfgI/AAAAAAAAAJg/D1RzRxR-d-s/S220/face.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/-rmO6otuWaK0/TYrNmMOXnHI/AAAAAAAAAaw/rgKQ9E02_ag/s72-c/xaml.PNG' height='72' width='72'/><thr:total>5</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1538011296346363920.post-8763097343024585670</id><published>2011-03-21T19:20:00.000-07:00</published><updated>2011-11-09T19:58:31.329-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Maxwell'/><title type='text'>Maxwell Net Render Set Up</title><content type='html'>&lt;a href="http://4.bp.blogspot.com/-6ULypOTYvBU/TYgJtpCL5yI/AAAAAAAAAag/Hd5Z2t9HDa4/s1600/maxwell4.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;/a&gt;&lt;div&gt;&lt;div&gt;&lt;div&gt;&lt;div&gt;&lt;div&gt;&lt;div&gt;&lt;div&gt;&lt;div&gt;When I set up Maxwell Net Render, I had a bit hard time. A computer couldn't see Render Node... A manual doesn't explain clear for first time users. Here, I will explain how I set up.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;div&gt;&lt;span class="Apple-style-span"&gt;Note;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;img src="http://1.bp.blogspot.com/-2F5yAk0OEdg/TZ5mj6pNfSI/AAAAAAAAAa4/lWq4x5dSbOc/s200/image.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5593020554464296226" style="float: left; margin-top: 0px; margin-right: 10px; margin-bottom: 10px; margin-left: 0px; cursor: pointer; width: 200px; height: 111px; " /&gt;&lt;div&gt;&lt;span class="Apple-style-span"&gt;If your log-in is using a te&lt;/span&gt;mp user folder, you need to delete the folder first. The temp folder can’t carry a license file.&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"&gt;Type regedit (see an attachment) &amp;gt; HKEY_LOCAL_MACHINE &amp;gt; SOFTWARE &amp;gt; Microsoft &amp;gt; Windows NT (depends on your windows) &amp;gt;Current Version &amp;gt; ProfileList.&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"&gt;Then check Profile Image path. Delete a folder that has ‘C:\Users\ Your log-in name.bak’.&lt;/span&gt;&lt;/div&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"&gt;First, open Maxwell Render, then go to Help &amp;gt; License Info &amp;gt; Add. Open your license info text file from Next Limit. Copy and paste the text then click OK. You will see license info in the box. Save the info.&lt;/span&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="-webkit-text-decorations-in-effect: underline; "&gt;&lt;img src="http://4.bp.blogspot.com/-6ULypOTYvBU/TYgJtpCL5yI/AAAAAAAAAag/Hd5Z2t9HDa4/s200/maxwell4.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5586726017466885922" style="float: left; margin-top: 0px; margin-right: 10px; margin-bottom: 10px; margin-left: 0px; cursor: pointer; width: 200px; height: 89px; " /&gt;&lt;/span&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="-webkit-text-decorations-in-effect: underline; "&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="-webkit-text-decorations-in-effect: underline; "&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="-webkit-text-decorations-in-effect: underline; "&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="-webkit-text-decorations-in-effect: underline; "&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="-webkit-text-decorations-in-effect: underline; "&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;div&gt;&lt;span class="Apple-style-span"&gt;Close the program. &lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"&gt;Next, go to Control Panel &amp;gt; System and Security &amp;gt; Windows Firewall – Allow a program through Windows Firewall&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"&gt;Then, turn on maxwell and mxnetwork. If you don’t see the programs, go to Allow another program… to select both programs.&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"&gt;Do this for all computers you want to use.&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1538011296346363920-8763097343024585670?l=3dvisualizationtips.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dvisualizationtips.blogspot.com/feeds/8763097343024585670/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dvisualizationtips.blogspot.com/2011/03/maxwell-net-render-set-up.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/8763097343024585670'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/8763097343024585670'/><link rel='alternate' type='text/html' href='http://3dvisualizationtips.blogspot.com/2011/03/maxwell-net-render-set-up.html' title='Maxwell Net Render Set Up'/><author><name>Akiko Okabe</name><uri>http://www.blogger.com/profile/03545970170406633092</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_fEL_Na7THaA/S5KjYk5LfgI/AAAAAAAAAJg/D1RzRxR-d-s/S220/face.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/-2F5yAk0OEdg/TZ5mj6pNfSI/AAAAAAAAAa4/lWq4x5dSbOc/s72-c/image.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1538011296346363920.post-1723882454272331906</id><published>2011-02-14T20:57:00.000-08:00</published><updated>2011-03-29T19:00:46.756-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Error'/><title type='text'>I noticed some error in 3ds max 2011</title><content type='html'>&lt;p class="MsoNormal"&gt;&lt;span class="Apple-style-span"  &gt;1 - If you create an animation that has a dummy link in 3ds max 2010 then bring it to 3ds max 2011 (using merge) the link is going to broke. &lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span class="Apple-style-span"  &gt;2 - Can’t send 'save FG map' to backburner. &lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span class="Apple-style-span"  &gt;3 - It is going to crash when you save 'FG map animation' (save N frames).&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span class="Apple-style-span"  &gt;4 - This is not an error but now default A&amp;amp;D material turns on 'Back Face Culling'. In 2010, default was off. If you don't know about 'Back Face Culling', please check "Back Face problem - Back Face Culling from my blog. This is not convenience for my workflow.  &lt;/span&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1538011296346363920-1723882454272331906?l=3dvisualizationtips.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dvisualizationtips.blogspot.com/feeds/1723882454272331906/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dvisualizationtips.blogspot.com/2011/02/notice-some-errors-in-2011.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/1723882454272331906'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/1723882454272331906'/><link rel='alternate' type='text/html' href='http://3dvisualizationtips.blogspot.com/2011/02/notice-some-errors-in-2011.html' title='I noticed some error in 3ds max 2011'/><author><name>Akiko Okabe</name><uri>http://www.blogger.com/profile/03545970170406633092</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_fEL_Na7THaA/S5KjYk5LfgI/AAAAAAAAAJg/D1RzRxR-d-s/S220/face.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1538011296346363920.post-327351637690625986</id><published>2010-10-27T09:07:00.000-07:00</published><updated>2010-10-27T09:11:37.611-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Error'/><title type='text'>A target camera problem or bug? Not a bug.</title><content type='html'>A couple days ago, I repaired 3ds max 2011 because still I had the camera problem. The computer I am using right now that is not my original computer. Also my home computer never has this problem, so I had been wondering maybe this problem came from install fail or something. After repaired 3ds max 2011, it works fine. I never get same problem again. If you have the target camera problem, I recommend repair 3ds max.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1538011296346363920-327351637690625986?l=3dvisualizationtips.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dvisualizationtips.blogspot.com/feeds/327351637690625986/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dvisualizationtips.blogspot.com/2010/10/target-camera-problem-or-bug-not-bug.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/327351637690625986'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/327351637690625986'/><link rel='alternate' type='text/html' href='http://3dvisualizationtips.blogspot.com/2010/10/target-camera-problem-or-bug-not-bug.html' title='A target camera problem or bug? Not a bug.'/><author><name>Akiko Okabe</name><uri>http://www.blogger.com/profile/03545970170406633092</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_fEL_Na7THaA/S5KjYk5LfgI/AAAAAAAAAJg/D1RzRxR-d-s/S220/face.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1538011296346363920.post-8990163542500369322</id><published>2010-10-18T18:57:00.000-07:00</published><updated>2010-10-18T19:16:23.826-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Error'/><title type='text'>A target camera problem or bug?</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_fEL_Na7THaA/TLz-UpEeZ-I/AAAAAAAAAZk/F47hg8v-qpA/s1600/camera1.PNG"&gt;&lt;img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;width: 200px; height: 194px;" src="http://3.bp.blogspot.com/_fEL_Na7THaA/TLz-UpEeZ-I/AAAAAAAAAZk/F47hg8v-qpA/s200/camera1.PNG" border="0" alt="" id="BLOGGER_PHOTO_ID_5529574073079588834" /&gt;&lt;/a&gt;&lt;p class="ecxmsonormal" style="margin-top: 0in; margin-right: 0in; margin-left: 0in; margin-bottom: 0.0001pt; line-height: 15pt; "&gt;&lt;span&gt;&lt;span class="Apple-style-span"&gt;A couple days ago, I got this problem. I am not sure this is a bug or not but it is a good idea to share because might people have a same problem.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="ecxmsonormal" style="margin-top: 0in; margin-right: 0in; margin-left: 0in; margin-bottom: 0.0001pt; line-height: 15pt; "&gt;&lt;span&gt;&lt;span class="Apple-style-span"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="ecxmsonormal" style="margin-top: 0in; margin-right: 0in; margin-left: 0in; margin-bottom: 0.0001pt; line-height: 15pt; "&gt;&lt;span&gt;&lt;span class="Apple-style-span"&gt;When I opened old file in 3ds max 2011, target cameras didn’t look at target anymore (1).&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="ecxmsonormal" style="margin-top: 0in; margin-right: 0in; margin-left: 0in; margin-bottom: 0.0001pt; line-height: 15pt; "&gt;&lt;span&gt;&lt;span class="Apple-style-span"&gt;Those files were created by 3ds max 2010. I need to use exact same cameras so there is no option to create new one.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="ecxmsonormal" style="margin-top: 0in; margin-right: 0in; margin-left: 0in; margin-bottom: 0.0001pt; line-height: 15pt; "&gt;&lt;span class="Apple-style-span" style="line-height: normal;"&gt;&lt;span class="Apple-style-span"&gt;&lt;span class="Apple-style-span" style="line-height: 20px;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_fEL_Na7THaA/TLz-UWQwiUI/AAAAAAAAAZc/glGyayuauQ8/s1600/camera4.PNG"&gt;&lt;img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;width: 44px; height: 200px;" src="http://4.bp.blogspot.com/_fEL_Na7THaA/TLz-UWQwiUI/AAAAAAAAAZc/glGyayuauQ8/s200/camera4.PNG" border="0" alt="" id="BLOGGER_PHOTO_ID_5529574068030835010" /&gt;&lt;/a&gt;&lt;p class="ecxmsonormal" style="margin-top: 0in; margin-right: 0in; margin-left: 0in; margin-bottom: 0.0001pt; line-height: 15pt; "&gt;&lt;span class="Apple-style-span"&gt;&lt;span class="Apple-style-span" &gt;I can connect a camera and target&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="ecxmsonormal" style="margin-top: 0in; margin-right: 0in; margin-left: 0in; margin-bottom: 0.0001pt; line-height: 15pt; "&gt;&lt;span&gt;&lt;span class="Apple-style-span" &gt;using Look At Target but I need to connect every time when I open the file (2). I don't know why but I need to reconnect every time for this file...&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="ecxmsonormal" style="margin-top: 0in; margin-right: 0in; margin-left: 0in; margin-bottom: 0.0001pt; line-height: 15pt; "&gt;&lt;span&gt;&lt;span class="Apple-style-span" &gt;I was thinking how to fix this problem a while and I ended up this idea.&lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="ecxmsonormal" style="margin-top: 0in; margin-right: 0in; margin-left: 0in; margin-bottom: 0.0001pt; line-height: 15pt; "&gt;&lt;span style="color: rgb(42, 42, 42); "&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="ecxmsonormal" style="margin-top: 0in; margin-right: 0in; margin-left: 0in; margin-bottom: 0.0001pt; line-height: 15pt; "&gt;&lt;span style="color: rgb(42, 42, 42); "&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="ecxmsonormal" style="margin-top: 0in; margin-right: 0in; margin-left: 0in; margin-bottom: 0.0001pt; line-height: 15pt; "&gt;&lt;span style="color: rgb(42, 42, 42); "&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="ecxmsonormal" style="margin-top: 0in; margin-right: 0in; margin-left: 0in; margin-bottom: 0.0001pt; line-height: 15pt; "&gt;&lt;span style="color: rgb(42, 42, 42); "&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="ecxmsonormal" style="margin-top: 0in; margin-right: 0in; margin-left: 0in; margin-bottom: 0.0001pt; line-height: 15pt; "&gt;&lt;span style="color: rgb(42, 42, 42); "&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="ecxmsonormal" style="margin-top: 0in; margin-right: 0in; margin-left: 0in; margin-bottom: 0.0001pt; line-height: 15pt; "&gt;&lt;span style="color: rgb(42, 42, 42); "&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="ecxmsonormal" style="margin-top: 0in; margin-right: 0in; margin-left: 0in; margin-bottom: 0.0001pt; line-height: 15pt; "&gt;&lt;span class="Apple-style-span" style="line-height: normal;"&gt;&lt;span class="Apple-style-span"&gt;&lt;span class="Apple-style-span" style="line-height: 20px;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;/div&gt;&lt;div&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_fEL_Na7THaA/TLz-UEvcCxI/AAAAAAAAAZU/3NlsAY0faO4/s1600/camera3.PNG"&gt;&lt;img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;width: 200px; height: 138px;" src="http://3.bp.blogspot.com/_fEL_Na7THaA/TLz-UEvcCxI/AAAAAAAAAZU/3NlsAY0faO4/s200/camera3.PNG" border="0" alt="" id="BLOGGER_PHOTO_ID_5529574063327677202" /&gt;&lt;/a&gt;&lt;p class="ecxmsonormal" style="margin-top: 0in; margin-right: 0in; margin-left: 0in; margin-bottom: 0.0001pt; line-height: 15pt; "&gt;&lt;span&gt;&lt;span class="Apple-style-span" &gt;Go to Schematic View then Connect a camera and target (3).&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="ecxmsonormal" style="margin-top: 0in; margin-right: 0in; margin-left: 0in; margin-bottom: 0.0001pt; line-height: 15pt; "&gt;&lt;span class="Apple-style-span"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_fEL_Na7THaA/TLz-T9GoE_I/AAAAAAAAAZM/iVkr27MpWA4/s1600/camera2.PNG"&gt;&lt;img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;width: 200px; height: 195px;" src="http://2.bp.blogspot.com/_fEL_Na7THaA/TLz-T9GoE_I/AAAAAAAAAZM/iVkr27MpWA4/s200/camera2.PNG" border="0" alt="" id="BLOGGER_PHOTO_ID_5529574061277451250" /&gt;&lt;/a&gt;&lt;span class="Apple-style-span" style="line-height: 20px; "&gt;&lt;span class="Apple-style-span" &gt;Now, cameras always look at targets again (4).&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;p class="ecxmsonormal" style="margin:0in;margin-bottom:.0001pt;line-height:15.0pt"&gt;&lt;span class="Apple-style-span"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1538011296346363920-8990163542500369322?l=3dvisualizationtips.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dvisualizationtips.blogspot.com/feeds/8990163542500369322/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dvisualizationtips.blogspot.com/2010/10/target-camera-problem-or-bug.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/8990163542500369322'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/8990163542500369322'/><link rel='alternate' type='text/html' href='http://3dvisualizationtips.blogspot.com/2010/10/target-camera-problem-or-bug.html' title='A target camera problem or bug?'/><author><name>Akiko Okabe</name><uri>http://www.blogger.com/profile/03545970170406633092</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_fEL_Na7THaA/S5KjYk5LfgI/AAAAAAAAAJg/D1RzRxR-d-s/S220/face.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_fEL_Na7THaA/TLz-UpEeZ-I/AAAAAAAAAZk/F47hg8v-qpA/s72-c/camera1.PNG' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1538011296346363920.post-3237356491751650385</id><published>2010-10-10T14:41:00.000-07:00</published><updated>2012-01-30T09:53:13.036-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Script'/><title type='text'>Creating a material library from a scene</title><content type='html'>&lt;p class="MsoNormal"&gt;Sometime I need to use exact same materials from a previous work and this scrip helps that kind of situation. It creates a material library from a scene materials. &lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span class="apple-style-span"&gt;for mat in scenematerials do append currentmateriallibrary mat&lt;?xml:namespace prefix = o /&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span class="apple-style-span"&gt;After evaluate all, a temporary material library shows up in a material editor. I found this script from a cgarchitect form and a comment from Eric.&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span class="apple-style-span"&gt;&lt;o:p&gt;If you want to create a tool bar, just you need to add macro script for it.&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span class="apple-style-span"&gt;&lt;o:p&gt;Somethink like this,&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span class="apple-style-span"&gt;&lt;o:p&gt;macroScript Library categry:"TempMaterial"&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span class="apple-style-span"&gt;&lt;o:p&gt;(&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span class="apple-style-span"&gt;&lt;o:p&gt;for mat in scenematerials do append currentmateriallibrary mat&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span class="apple-style-span"&gt;&lt;o:p&gt;)&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span class="apple-style-span"&gt;&lt;o:p&gt;You will find it under Customize User Interface &amp;gt; Toolbars &amp;gt; Main UI, Category - TempMaterial.&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1538011296346363920-3237356491751650385?l=3dvisualizationtips.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dvisualizationtips.blogspot.com/feeds/3237356491751650385/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dvisualizationtips.blogspot.com/2010/10/creating-material-library-from-scene.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/3237356491751650385'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/3237356491751650385'/><link rel='alternate' type='text/html' href='http://3dvisualizationtips.blogspot.com/2010/10/creating-material-library-from-scene.html' title='Creating a material library from a scene'/><author><name>Akiko Okabe</name><uri>http://www.blogger.com/profile/03545970170406633092</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_fEL_Na7THaA/S5KjYk5LfgI/AAAAAAAAAJg/D1RzRxR-d-s/S220/face.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1538011296346363920.post-3863095984674188608</id><published>2010-08-24T20:45:00.000-07:00</published><updated>2010-10-18T19:19:55.349-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Compositing'/><title type='text'>Quick Compositing - Fountain</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_fEL_Na7THaA/TLI5WeeiAJI/AAAAAAAAAYk/r0tAZ-22Z0s/s1600/fountain.jpg"&gt;&lt;img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;width: 200px; height: 150px;" src="http://4.bp.blogspot.com/_fEL_Na7THaA/TLI5WeeiAJI/AAAAAAAAAYk/r0tAZ-22Z0s/s200/fountain.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5526542751038046354" /&gt;&lt;/a&gt;&lt;span class="Apple-style-span"&gt;Using a particle system is one way to create a fountain but if you are not familiar with it, it is a time consuming process. I will show you a quick way to add the fountain in yourscene.&lt;/span&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="-webkit-text-decorations-in-effect: none; "&gt;&lt;p class="MsoNormal"&gt;First, you need to find a fountain picture that you want to use. Then open a rendered image and the fountain picture in Photoshop. Copy and paste the fountain picture to the rendered image.&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br /&gt;&lt;/p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_fEL_Na7THaA/TLI5WKFa6bI/AAAAAAAAAYc/t1zgUZxyNf4/s1600/base2.jpg"&gt;&lt;img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;width: 143px; height: 200px;" src="http://3.bp.blogspot.com/_fEL_Na7THaA/TLI5WKFa6bI/AAAAAAAAAYc/t1zgUZxyNf4/s200/base2.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5526542745564015026" /&gt;&lt;/a&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_fEL_Na7THaA/TLI5V8WGPNI/AAAAAAAAAYU/V3ME8L4O8i0/s1600/setting.jpg"&gt;&lt;img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;width: 90px; height: 200px;" src="http://2.bp.blogspot.com/_fEL_Na7THaA/TLI5V8WGPNI/AAAAAAAAAYU/V3ME8L4O8i0/s200/setting.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5526542741875866834" /&gt;&lt;span class="Apple-style-span"&gt;&lt;span class="Apple-style-span" style="-webkit-text-decorations-in-effect: none; "&gt;&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span"&gt;&lt;span class="Apple-style-span" style="-webkit-text-decorations-in-effect: none; "&gt;&lt;p class="MsoNormal"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_fEL_Na7THaA/TLI5V8WGPNI/AAAAAAAAAYU/V3ME8L4O8i0/s1600/setting.jpg"&gt;&lt;span class="Apple-style-span" style="color: rgb(0, 0, 0); -webkit-text-decorations-in-effect: none; "&gt;&lt;/span&gt;&lt;/a&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_fEL_Na7THaA/TLI5V8WGPNI/AAAAAAAAAYU/V3ME8L4O8i0/s1600/setting.jpg"&gt;&lt;span class="Apple-style-span"&gt;&lt;span class="Apple-style-span" style="-webkit-text-decorations-in-effect: none; "&gt;&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;span class="Apple-style-span" style="-webkit-text-decorations-in-effect: none; "&gt;&lt;p class="MsoNormal" style="display: inline !important; "&gt;Changing a fountain layer's blending mode to 'lighting'. I usually use a lasso tool with feather to delete around area.&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_fEL_Na7THaA/TLI5V8WGPNI/AAAAAAAAAYU/V3ME8L4O8i0/s1600/setting.jpg"&gt;&lt;/a&gt;&lt;/p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"&gt;&lt;span class="Apple-style-span" style="-webkit-text-decorations-in-effect: none; "&gt;&lt;span class="Apple-style-span" style="-webkit-text-decorations-in-effect: none; "&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"&gt;&lt;span class="Apple-style-span" style="-webkit-text-decorations-in-effect: none; "&gt;&lt;p class="MsoNormal"&gt;&lt;span class="Apple-style-span"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span class="Apple-style-span"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span class="Apple-style-span"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br /&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;Before and After&lt;/p&gt;&lt;/span&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_fEL_Na7THaA/TLI5VWgqBkI/AAAAAAAAAYM/CJYQdKDcwNU/s1600/base.jpg"&gt;&lt;img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;width: 143px; height: 200px;" src="http://4.bp.blogspot.com/_fEL_Na7THaA/TLI5VWgqBkI/AAAAAAAAAYM/CJYQdKDcwNU/s200/base.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5526542731719607874" /&gt;&lt;/a&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_fEL_Na7THaA/TLI5UtUwn6I/AAAAAAAAAYE/wyzI2q4QWR8/s1600/base3.jpg"&gt;&lt;img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;width: 143px; height: 200px;" src="http://3.bp.blogspot.com/_fEL_Na7THaA/TLI5UtUwn6I/AAAAAAAAAYE/wyzI2q4QWR8/s200/base3.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5526542720663855010" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;div&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1538011296346363920-3863095984674188608?l=3dvisualizationtips.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dvisualizationtips.blogspot.com/feeds/3863095984674188608/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dvisualizationtips.blogspot.com/2010/08/quick-compositing-fountain.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/3863095984674188608'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/3863095984674188608'/><link rel='alternate' type='text/html' href='http://3dvisualizationtips.blogspot.com/2010/08/quick-compositing-fountain.html' title='Quick Compositing - Fountain'/><author><name>Akiko Okabe</name><uri>http://www.blogger.com/profile/03545970170406633092</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_fEL_Na7THaA/S5KjYk5LfgI/AAAAAAAAAJg/D1RzRxR-d-s/S220/face.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_fEL_Na7THaA/TLI5WeeiAJI/AAAAAAAAAYk/r0tAZ-22Z0s/s72-c/fountain.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1538011296346363920.post-9010207694957302699</id><published>2010-07-30T20:32:00.000-07:00</published><updated>2011-11-09T20:49:07.764-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Info'/><title type='text'>Links</title><content type='html'>These links are really popular and many people already know but just in case.&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;div&gt;&lt;b&gt;Tutorial&lt;/b&gt;&lt;/div&gt;&lt;div&gt;http://3dtotal.com/&lt;/div&gt;&lt;div&gt;http://www.tutorialized.com/&lt;/div&gt;&lt;div&gt;http://cgtutorials.com/&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt; &lt;/div&gt;&lt;div&gt;&lt;b&gt;Texture&lt;/b&gt;&lt;/div&gt;&lt;div&gt;http://www.cgtextures.com/&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;b&gt;Mental Ray Shader&lt;/b&gt; &lt;/div&gt;&lt;div&gt;http://mrmaterials.com/&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt; &lt;/div&gt;&lt;div&gt;&lt;b&gt;IES file&lt;/b&gt;&lt;/div&gt;&lt;div&gt;http://www.lithonia.com/&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt; &lt;/div&gt;&lt;div&gt;&lt;b&gt;Model - some xfrog trees&lt;/b&gt;&lt;/div&gt;&lt;div&gt;http://seek.autodesk.com/&lt;/div&gt;&lt;div&gt;http://www.xfrog.com/2011/01/130-free-xfrogplants-now-available/&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;  &lt;/div&gt;&lt;div&gt;&lt;b&gt;Script&lt;/b&gt;&lt;/div&gt;&lt;div&gt;http://www.scriptspot.com/&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt; &lt;/div&gt;&lt;div&gt;&lt;b&gt;Mental ray blog&lt;/b&gt;&lt;/div&gt;&lt;div&gt;http://mentalraytips.blogspot.com/&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;  &lt;/div&gt;&lt;div&gt;&lt;b&gt;Mental ray book&lt;/b&gt;&lt;/div&gt;&lt;div&gt;http://www.focalpress.com/books/animation_and_3d/realistic_architectural_visualization_with_3ds_max_and_mental_ray_second_edition.aspx?cat=146&amp;amp;sub=148&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt; &lt;/div&gt;&lt;div&gt;&lt;b&gt;Community/ Mental ray community&lt;/b&gt;&lt;/div&gt;&lt;div&gt;http://area.autodesk.com/&lt;/div&gt;&lt;div&gt;http://www.mymentalray.com/&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt; &lt;/div&gt;&lt;div&gt;&lt;b&gt;Web cast&lt;/b&gt;&lt;/div&gt;&lt;div&gt;http://usa.autodesk.com/adsk/servlet/oc/index?siteID=123112&amp;amp;id=8092466&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1538011296346363920-9010207694957302699?l=3dvisualizationtips.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dvisualizationtips.blogspot.com/feeds/9010207694957302699/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dvisualizationtips.blogspot.com/2010/07/links.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/9010207694957302699'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/9010207694957302699'/><link rel='alternate' type='text/html' href='http://3dvisualizationtips.blogspot.com/2010/07/links.html' title='Links'/><author><name>Akiko Okabe</name><uri>http://www.blogger.com/profile/03545970170406633092</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_fEL_Na7THaA/S5KjYk5LfgI/AAAAAAAAAJg/D1RzRxR-d-s/S220/face.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1538011296346363920.post-2574941931094610683</id><published>2010-06-14T19:22:00.000-07:00</published><updated>2010-07-08T21:17:39.932-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Import'/><title type='text'>Units</title><content type='html'>&lt;span style=";font-family:&amp;quot;;font-size:100%;"&gt;&lt;span style="font-family:arial;"&gt;I realized many people do not understand how Units work, in 3ds Max, but it is easy to use and it makes your life easy.&lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;  &lt;p class="MsoNormal"  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;     &lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;First, you need to understand different between system unit and display unit. (To see this setup go to Customize – Units Setup) &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;&lt;span&gt;First I’ll talk about &lt;/span&gt;&lt;span style="font-weight: bold;"&gt;&lt;span class="Apple-style-span"  style="color:#33CC00;"&gt;“Display Unit”&lt;/span&gt;.&lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;This is how to displa&lt;/span&gt;&lt;span style="font-size:100%;"&gt;y your model in a scene. Or I would say how you want to create your model using inches or meters. Display Unit doesn’t affect model size. Just affect how to display your measurement. &lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-weight: bold;"&gt;For example: &lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;To create 1”x1”x1” cubic using the inches display unit (Don’t worry about system unit now.) Then change display units to meters. Nothing changes&lt;/span&gt;&lt;span style="font-size:100%;"&gt; but the model size i&lt;/span&gt;&lt;span style="font-size:100%;"&gt;s now .025m x .025m x .025m because 1” = .025m&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;&lt;span&gt;Next is &lt;/span&gt;&lt;span style="font-weight: bold; "&gt;&lt;span class="Apple-style-span"  style="color:#33CC00;"&gt;“System&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-weight: bold; "&gt;&lt;span class="Apple-style-span"  style="color:#33CC00;"&gt; Unit”&lt;/span&gt;&lt;/span&gt;&lt;span&gt;.&lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;This is important to know for when you are going to import and export your scene or objects because this part controls the size. &lt;span style=""&gt; &lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-weight: bold;"&gt;For example:&lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;Create a 1”x1”x1’’ cu&lt;/span&gt;&lt;span style="font-size:100%;"&gt;bic using inches system unit. Then changes the system units to meters. The model size is now 3'3 11/32" x 3'3 11/32" x 3'3 11/32". If you change Display Unit to meter, the model size is shown 1mx1mx1m because 1 Generic Units = 1 inch = 1 meter. (Generic Units is placed bottom of Display Unit Scale (1))&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;This is the basic idea  for how&lt;/span&gt;&lt;span style="font-size:100%;"&gt; units work in 3ds max. &lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;&lt;a onblur="try  {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_fEL_Na7THaA/TBblTQjOrcI/AAAAAAAAAUc/WRO4D3zSs9w/s1600/image01.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 153px; height: 200px;" src="http://4.bp.blogspot.com/_fEL_Na7THaA/TBblTQjOrcI/AAAAAAAAAUc/WRO4D3zSs9w/s200/image01.jpg" alt="" id="BLOGGER_PHOTO_ID_5482821715393162690" border="0" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;Next important thing is&lt;span style="font-weight: bold;"&gt;&lt;span class="Apple-style-span"  style="color:#33CC00;"&gt; &lt;/span&gt;&lt;span&gt;&lt;span class="Apple-style-span"  style="color:#33CC00;"&gt;“Respect System Units in Files”&lt;/span&gt;&lt;/span&gt;&lt;/span&gt; option (2).&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;When you open Sy&lt;/span&gt;&lt;span style="font-size:100%;"&gt;stem Unit Setup, there is a check box called “Respect System Units in Files”. If you turn on this option, “File Load&lt;/span&gt;&lt;span style="font-size:100%;"&gt;: Units Mismatch” pops up when you open a file with different system units. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-weight: bold;"&gt;For example&lt;/span&gt;:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;Your current s&lt;/span&gt;&lt;span style="font-size:100%;"&gt;cene system unit is meters then you open a different scene that system unit is inches, “File Load: Units Mismatch” will pop up in your view port and there are 2 options you can choose (3). &lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;1-Rescale the File Objects to the System Unit Scale?&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;2-Adopt File’s Unit Scale?&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;First option changes the scene system &lt;/span&gt;&lt;span style="font-size:100%;"&gt;unit from inches to meters in this &lt;/span&gt;&lt;span style="font-size:100%;"&gt;case. &lt;/span&gt;&lt;span style="font-size:100%;"&gt;However, the model size isn&lt;/span&gt;&lt;span style="font-size:100%;"&gt;’t &lt;/span&gt;&lt;span style="font-size:100%;"&gt;affected. If the model size changed, please check absolute scale. It may not 100. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;Second option does; Nothing changes. The scene system scale is same as before. &lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_fEL_Na7THaA/TBbmmLQJqrI/AAAAAAAAAUk/bS-JIMxQevQ/s1600/image02.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 200px; height: 82px;" src="http://2.bp.blogspot.com/_fEL_Na7THaA/TBbmmLQJqrI/AAAAAAAAAUk/bS-JIMxQevQ/s200/image02.jpg" alt="" id="BLOGGER_PHOTO_ID_5482823139900107442" border="0" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1538011296346363920-2574941931094610683?l=3dvisualizationtips.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dvisualizationtips.blogspot.com/feeds/2574941931094610683/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dvisualizationtips.blogspot.com/2010/06/units.html#comment-form' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/2574941931094610683'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/2574941931094610683'/><link rel='alternate' type='text/html' href='http://3dvisualizationtips.blogspot.com/2010/06/units.html' title='Units'/><author><name>Akiko Okabe</name><uri>http://www.blogger.com/profile/03545970170406633092</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_fEL_Na7THaA/S5KjYk5LfgI/AAAAAAAAAJg/D1RzRxR-d-s/S220/face.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_fEL_Na7THaA/TBblTQjOrcI/AAAAAAAAAUc/WRO4D3zSs9w/s72-c/image01.jpg' height='72' width='72'/><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1538011296346363920.post-4374244674583996996</id><published>2010-05-18T22:02:00.000-07:00</published><updated>2010-06-14T21:47:13.178-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Import'/><title type='text'>Import SketchUp File to 3ds Max</title><content type='html'>&lt;span style="font-family:arial;"&gt;This is for 3ds max 2010 &lt;/span&gt;connection extension.&lt;br /&gt;&lt;br /&gt;Even if you created a model in SketchUp using the Decimal Meters, it looks like only you can use a system unit for inches in 3ds max when you are importing the SketchUp file, because only inch system units give you an absolute scale of 100 for objects.&lt;br /&gt;&lt;br /&gt;Absolute scale is really important for editing and using UVWs. If you don’t have absolute number of 100, those functions don’t work correctly. You can fix this problem using Reset XForm but if there are many objects and some objects are instance, it is not good idea to do.&lt;br /&gt;&lt;br /&gt;To me, this is all very inconvenient, because I often need to deal with international projects that using the metric scale. My main 3ds max file system is usually meters for these kinds of projects.&lt;br /&gt;&lt;br /&gt;If your working file that system unit is meters and need to import a SketchUp file to the scene. Here is how.&lt;br /&gt;&lt;br /&gt;1) Open new file and make sure your system unit is inches then import SketchUp file. Save this file.&lt;br /&gt;2) Open new file again then change system unit to meters. Also, check Respect System Units in Files. No necessary to save this file.&lt;br /&gt;3) Go to open file, then choose the file you just saved.&lt;br /&gt;4) A message will pop up in a screen; File Load: Units Mismatch. Choose Rescale the file Objects to the System Units Scale? Ok to exist then save this file.&lt;br /&gt;5) Open your main working file that system unit is meters. Import &gt; Merge the file you created.&lt;br /&gt;&lt;br /&gt;Now, your objects from SketchUp have absolute scale of 100 and the correct dimensions.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1538011296346363920-4374244674583996996?l=3dvisualizationtips.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dvisualizationtips.blogspot.com/feeds/4374244674583996996/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dvisualizationtips.blogspot.com/2010/05/import-sketchup-file-to-3ds-max.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/4374244674583996996'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/4374244674583996996'/><link rel='alternate' type='text/html' href='http://3dvisualizationtips.blogspot.com/2010/05/import-sketchup-file-to-3ds-max.html' title='Import SketchUp File to 3ds Max'/><author><name>Akiko Okabe</name><uri>http://www.blogger.com/profile/03545970170406633092</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_fEL_Na7THaA/S5KjYk5LfgI/AAAAAAAAAJg/D1RzRxR-d-s/S220/face.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1538011296346363920.post-7528150787723550145</id><published>2010-05-16T21:37:00.000-07:00</published><updated>2010-06-14T21:49:18.742-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Error'/><title type='text'>Orthographic View Error??</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_fEL_Na7THaA/S_DJTN-YaUI/AAAAAAAAATg/Oj1kmKk7AoI/s1600/orthographic01.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; width: 200px; float: left; height: 150px; cursor: pointer;" id="BLOGGER_PHOTO_ID_5472094879261157698" alt="" src="http://3.bp.blogspot.com/_fEL_Na7THaA/S_DJTN-YaUI/AAAAAAAAATg/Oj1kmKk7AoI/s200/orthographic01.jpg" border="0" /&gt;&lt;/a&gt;Some people have had this experience before? When you render out from orthographic view, edges are also render out (1).&lt;br /&gt;I have never had this experience until last week and I was wondering why?&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;1 - This problem comes out only render out from orthographic view with lighting.&lt;br /&gt;2 - Material, lighting and render settings are really standard, nothing special.&lt;br /&gt;3 – This model comes from some furniture company web site and SketchUp format.&lt;br /&gt;&lt;br /&gt;So what is the problem? I checked different areas I can think about and end up system scale and object scale. Now, 3ds max2010 connection extension can import SketchUp files but here is the problem part.&lt;br /&gt;This model was created in SketchUp using Architectural scale. Then bring it in 3ds max that system scale was meters. I used Tape to measure the model size and that was ok but when I checked scale that was wrong.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_fEL_Na7THaA/S_DJS1uw8BI/AAAAAAAAATY/jhn3V7SbR88/s1600/orthographic02.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; width: 200px; float: left; height: 183px; cursor: pointer;" id="BLOGGER_PHOTO_ID_5472094872753205266" alt="" src="http://2.bp.blogspot.com/_fEL_Na7THaA/S_DJS1uw8BI/AAAAAAAAATY/jhn3V7SbR88/s200/orthographic02.jpg" border="0" /&gt;&lt;/a&gt; Absolute scale was only 2.54 (2).&lt;br /&gt;If you import 3ds or obj, those models are always 100%.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;So I &lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_fEL_Na7THaA/S_DJSu8pkhI/AAAAAAAAATQ/_tN0tFWL-o4/s1600/orthographic03.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; width: 200px; float: left; height: 192px; cursor: pointer;" id="BLOGGER_PHOTO_ID_5472094870932394514" alt="" src="http://2.bp.blogspot.com/_fEL_Na7THaA/S_DJSu8pkhI/AAAAAAAAATQ/_tN0tFWL-o4/s200/orthographic03.jpg" border="0" /&gt;&lt;/a&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_fEL_Na7THaA/S_DJSXaiXlI/AAAAAAAAATI/4H9xoprU34E/s1600/orthographic04.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; width: 200px; float: left; height: 150px; cursor: pointer;" id="BLOGGER_PHOTO_ID_5472094864615300690" alt="" src="http://2.bp.blogspot.com/_fEL_Na7THaA/S_DJSXaiXlI/AAAAAAAAATI/4H9xoprU34E/s200/orthographic04.jpg" border="0" /&gt;&lt;/a&gt;changed system scale to inches then import the file again. The models size and scale are correct this time and that fixed this problem (3) (4).&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1538011296346363920-7528150787723550145?l=3dvisualizationtips.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dvisualizationtips.blogspot.com/feeds/7528150787723550145/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dvisualizationtips.blogspot.com/2010/05/orthographic-view-error.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/7528150787723550145'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/7528150787723550145'/><link rel='alternate' type='text/html' href='http://3dvisualizationtips.blogspot.com/2010/05/orthographic-view-error.html' title='Orthographic View Error??'/><author><name>Akiko Okabe</name><uri>http://www.blogger.com/profile/03545970170406633092</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_fEL_Na7THaA/S5KjYk5LfgI/AAAAAAAAAJg/D1RzRxR-d-s/S220/face.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_fEL_Na7THaA/S_DJTN-YaUI/AAAAAAAAATg/Oj1kmKk7AoI/s72-c/orthographic01.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1538011296346363920.post-497731533058484617</id><published>2010-05-16T21:09:00.000-07:00</published><updated>2010-05-24T19:25:11.048-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Error'/><title type='text'>How to clean up V-Ray “Missing Dlls” massage.</title><content type='html'>V-Ray is really popular render engine and sometimes you will get a model that was created by V-Ray from another firm or web site. If you don’t have V-Ray, you will get a Missing Dlls message. This is not good for non V-Ray users. We need to clean up this error massage; otherwise we are not able to use a net render. I hope this step works most of these cases.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_fEL_Na7THaA/S_DE5WucvsI/AAAAAAAAASY/0BSbgY4XvFE/s1600/error1.jpg"&gt;&lt;img style="MARGIN: 0pt 10px 10px 0pt; WIDTH: 200px; FLOAT: left; HEIGHT: 160px; CURSOR: pointer" id="BLOGGER_PHOTO_ID_5472090036887142082" border="0" alt="" src="http://4.bp.blogspot.com/_fEL_Na7THaA/S_DE5WucvsI/AAAAAAAAASY/0BSbgY4XvFE/s200/error1.jpg" /&gt;&lt;/a&gt;When I open a scene that was created by V-Ray, I got 6 error messages (1). It depends on how to create a scene/ materials; there is different number of error massages.&lt;br /&gt;First thing I do, using a script that clean up all material information from the scene.&lt;br /&gt;$*.material = undefined&lt;br /&gt;(If you don’t know this script, please check “Max scripts from Max Script Help – Part 1 Remove all Materials” from my blog.)&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Save the scene &lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_fEL_Na7THaA/S_DE1yebNOI/AAAAAAAAASQ/HxBoT_E3I1A/s1600/error2.jpg"&gt;&lt;img style="MARGIN: 0pt 10px 10px 0pt; WIDTH: 200px; FLOAT: left; HEIGHT: 161px; CURSOR: pointer" id="BLOGGER_PHOTO_ID_5472089975616648418" border="0" alt="" src="http://1.bp.blogspot.com/_fEL_Na7THaA/S_DE1yebNOI/AAAAAAAAASQ/HxBoT_E3I1A/s200/error2.jpg" /&gt;&lt;/a&gt;then open it. Now, there are 3 error messages (2).&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_fEL_Na7THaA/S_DE1hRJ9EI/AAAAAAAAASI/t1tRC-muc2Q/s1600/error3.jpg"&gt;&lt;img style="MARGIN: 0pt 10px 10px 0pt; WIDTH: 200px; FLOAT: left; HEIGHT: 160px; CURSOR: pointer" id="BLOGGER_PHOTO_ID_5472089970997589058" border="0" alt="" src="http://2.bp.blogspot.com/_fEL_Na7THaA/S_DE1hRJ9EI/AAAAAAAAASI/t1tRC-muc2Q/s200/error3.jpg" /&gt;&lt;/a&gt;Next, open Material Editor and reset all slots. Go Utility &gt; Reset Material Editor Slots. Save the scene then open it. Now, there are 2 error massages (3).&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_fEL_Na7THaA/S_DE1E16FCI/AAAAAAAAASA/9pT_VqqCAGs/s1600/error4.jpg"&gt;&lt;img style="MARGIN: 0pt 10px 10px 0pt; WIDTH: 166px; FLOAT: left; HEIGHT: 200px; CURSOR: pointer" id="BLOGGER_PHOTO_ID_5472089963367109666" border="0" alt="" src="http://1.bp.blogspot.com/_fEL_Na7THaA/S_DE1E16FCI/AAAAAAAAASA/9pT_VqqCAGs/s200/error4.jpg" /&gt;&lt;/a&gt;Go back to Material Editor. Then go Get Material &gt; Select a Scene (4).&lt;br /&gt;I used the script but still there is one material is used for an environment.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_fEL_Na7THaA/S_DHGdLJGZI/AAAAAAAAASg/11tL-w9hhrY/s1600/error6.jpg"&gt;&lt;img style="MARGIN: 0pt 10px 10px 0pt; WIDTH: 179px; FLOAT: left; HEIGHT: 84px; CURSOR: pointer" id="BLOGGER_PHOTO_ID_5472092460979657106" border="0" alt="" src="http://1.bp.blogspot.com/_fEL_Na7THaA/S_DHGdLJGZI/AAAAAAAAASg/11tL-w9hhrY/s200/error6.jpg" /&gt;&lt;/a&gt;How to delete this material? We need to reset the scene, so all settings are going back to default. Do reset the scene (6)&lt;br /&gt;then Import &gt; Merge selects the scene you are working on. Ignore error messages and merge it, then save this scene. It should be clean up all error message now.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_fEL_Na7THaA/S_DB-64NCfI/AAAAAAAAAPo/2SSpE_AiNek/s1600/error6.jpg"&gt;&lt;span style="font-size:+0;"&gt;&lt;span style="font-size:+0;"&gt;&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_fEL_Na7THaA/S_DB_3MOy5I/AAAAAAAAAQA/Rf-3RFPJALI/s1600/error3.jpg"&gt;&lt;span style="font-size:+0;"&gt;&lt;span style="font-size:+0;"&gt;&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1538011296346363920-497731533058484617?l=3dvisualizationtips.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dvisualizationtips.blogspot.com/feeds/497731533058484617/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dvisualizationtips.blogspot.com/2010/05/how-to-clean-up-v-ray-missing-dlls.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/497731533058484617'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/497731533058484617'/><link rel='alternate' type='text/html' href='http://3dvisualizationtips.blogspot.com/2010/05/how-to-clean-up-v-ray-missing-dlls.html' title='How to clean up V-Ray “Missing Dlls” massage.'/><author><name>Akiko Okabe</name><uri>http://www.blogger.com/profile/03545970170406633092</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_fEL_Na7THaA/S5KjYk5LfgI/AAAAAAAAAJg/D1RzRxR-d-s/S220/face.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_fEL_Na7THaA/S_DE5WucvsI/AAAAAAAAASY/0BSbgY4XvFE/s72-c/error1.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1538011296346363920.post-2617770967802209059</id><published>2010-04-12T20:31:00.000-07:00</published><updated>2010-05-24T19:24:34.937-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Script'/><title type='text'>Max scripts from Max Script Help - Part 2 Move Objects to a Surface</title><content type='html'>I am not a max script specialist so please do not ask me why. I cannot answer it but here I will show some useful scripts and how it works. This script comes from MAXScript Help. You just need copy and paste it.&lt;br /&gt;&lt;br /&gt;&lt;span style="FONT-WEIGHT: bold"&gt;Move Objects to a Surface&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;When a terrain is not flat, it is time consuming to move each object (trees, lights, vehicles, or furniture) one by one. This script is really useful for this situation.&lt;br /&gt;&lt;br /&gt;Go to Help &gt; MAXScript Help &gt;How To – Practical Examples &gt; Move Objects to a Surface. This time, I will save this script to the tool bar. Inside of MAXSCRIPT box, copy all sentence;&lt;br /&gt;&lt;br /&gt;macroscript MoveToSurface category:"HowTo"&lt;br /&gt;(&lt;br /&gt;fn g_filter o = superclassof o == Geometryclass&lt;br /&gt;fn find_intersection z_node node_to_z =&lt;br /&gt;(&lt;br /&gt;local testRay = ray node_to_z.pos [0,0,-1]&lt;br /&gt;local nodeMaxZ = z_node.max.z&lt;br /&gt;testRay.pos.z = nodeMaxZ + 0.0001 * abs nodeMaxZ&lt;br /&gt;intersectRay z_node testRay&lt;br /&gt;)&lt;br /&gt;on isEnabled return selection.count &gt; 0&lt;br /&gt;on Execute do&lt;br /&gt;(&lt;br /&gt;target_mesh = pickObject message:"Pick Target Surface:" filter:g_filter&lt;br /&gt;if isValidNode target_mesh then&lt;br /&gt;(&lt;br /&gt;undo "MoveToSurface" on&lt;br /&gt;(&lt;br /&gt;for i in selection do&lt;br /&gt;(&lt;br /&gt;int_point = find_intersection target_mesh i&lt;br /&gt;if int_point != undefined then i.pos = int_point.pos&lt;br /&gt;)--end i loop&lt;br /&gt;)--end undo&lt;br /&gt;)--end if&lt;br /&gt;)--end execute&lt;br /&gt;)--end script&lt;br /&gt;&lt;br /&gt;Then go to MAXScript &gt; New Script… Paste this text, then go to Tools &gt; Evaluate All.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Next, go to Customi&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_fEL_Na7THaA/S8Pmsveym0I/AAAAAAAAAPA/nO69Ek1sMBg/s1600/script01.jpg"&gt;&lt;img style="MARGIN: 0pt 10px 10px 0pt; WIDTH: 320px; FLOAT: left; HEIGHT: 209px; CURSOR: pointer" id="BLOGGER_PHOTO_ID_5459460829637417794" border="0" alt="" src="http://2.bp.blogspot.com/_fEL_Na7THaA/S8Pmsveym0I/AAAAAAAAAPA/nO69Ek1sMBg/s320/script01.jpg" /&gt;&lt;/a&gt;ze &gt; Customize User Interface &gt; Toolbars. Under the Category, drop down menu choose HowTo(1). You will see MoveToSurface(2) under the Action now. Click New…(3) and type Script(4) then click OK to exit.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_fEL_Na7THaA/S8PmHDOsktI/AAAAAAAAAOw/YhjNKd5GP1A/s1600/script02.jpg"&gt;&lt;img style="MARGIN: 0pt 10px 10px 0pt; WIDTH: 320px; FLOAT: left; HEIGHT: 275px; CURSOR: pointer" id="BLOGGER_PHOTO_ID_5459460182103593682" border="0" alt="" src="http://2.bp.blogspot.com/_fEL_Na7THaA/S8PmHDOsktI/AAAAAAAAAOw/YhjNKd5GP1A/s320/script02.jpg" /&gt;&lt;/a&gt;A New tool bar named Script should be appeared(5). Click MoveToSurface under the Action and drag to new tool bar(6). Now, you have new tool bar. You can turn on/off this bar easily. Right click one of your tools bar (Command Panel), then choose script.&lt;br /&gt;&lt;br /&gt;One last thing, make sure an object’s Pivot point that you want to move to surface is bottom of the object.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1538011296346363920-2617770967802209059?l=3dvisualizationtips.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dvisualizationtips.blogspot.com/feeds/2617770967802209059/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dvisualizationtips.blogspot.com/2010/04/max-scripts-from-max-script-help-part-2.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/2617770967802209059'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/2617770967802209059'/><link rel='alternate' type='text/html' href='http://3dvisualizationtips.blogspot.com/2010/04/max-scripts-from-max-script-help-part-2.html' title='Max scripts from Max Script Help - Part 2 Move Objects to a Surface'/><author><name>Akiko Okabe</name><uri>http://www.blogger.com/profile/03545970170406633092</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_fEL_Na7THaA/S5KjYk5LfgI/AAAAAAAAAJg/D1RzRxR-d-s/S220/face.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_fEL_Na7THaA/S8Pmsveym0I/AAAAAAAAAPA/nO69Ek1sMBg/s72-c/script01.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1538011296346363920.post-1070496622307197995</id><published>2010-04-12T20:26:00.000-07:00</published><updated>2010-05-24T19:24:24.452-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Script'/><title type='text'>Max scripts from Max Script Help - Part 1 Remove all Materials</title><content type='html'>I am not a max script specialist so please do not ask me why. I cannot answer it but here I will show some useful scripts and how it works. This script comes from MAXScript Help. You just need copy and paste it.&lt;br /&gt;&lt;br /&gt;&lt;span style="FONT-WEIGHT: bold"&gt;Remove all materials&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;When you get models from Sketchup, sometime (depend on models) you will get many different materials in the scene. If there are only 10 materials, it is easy to organize but if there are a couple hundred materials it is not so easy anymore. For times like that I use this script to clean up all materials in the scene/material editor.&lt;br /&gt;&lt;br /&gt;Go to Help &gt; MAXScript Help &gt;How To – Practical Examples &gt; Remove All Materials. Inside of MAXSCRIPT box, copy only this sentence;&lt;br /&gt;&lt;br /&gt;$*.material = undefined&lt;br /&gt;&lt;br /&gt;Then go to MAXScript &gt; MAXScript Listener . Paste the sentence in this box then hit Enter. All materials should be gone in the scene/material editor. Now, you can organize your scene/ material easily.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1538011296346363920-1070496622307197995?l=3dvisualizationtips.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dvisualizationtips.blogspot.com/feeds/1070496622307197995/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dvisualizationtips.blogspot.com/2010/04/max-scripts-from-max-script-help-part-1.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/1070496622307197995'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/1070496622307197995'/><link rel='alternate' type='text/html' href='http://3dvisualizationtips.blogspot.com/2010/04/max-scripts-from-max-script-help-part-1.html' title='Max scripts from Max Script Help - Part 1 Remove all Materials'/><author><name>Akiko Okabe</name><uri>http://www.blogger.com/profile/03545970170406633092</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_fEL_Na7THaA/S5KjYk5LfgI/AAAAAAAAAJg/D1RzRxR-d-s/S220/face.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1538011296346363920.post-4064504903378705203</id><published>2010-04-12T20:19:00.000-07:00</published><updated>2010-05-24T19:24:03.835-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Texture'/><title type='text'>How to show a bit map clearly in the viewport?</title><content type='html'>When you need to trace some shapes using a low res image, it is not fun. Lines are really fuzzy and its hard to see edges, especially in the viewport. I usually use a hardware display and it helps.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_fEL_Na7THaA/S8PjSxtk9rI/AAAAAAAAAOQ/9sdotXrA_1U/s1600/display01.jpg"&gt;&lt;img style="MARGIN: 0pt 10px 10px 0pt; WIDTH: 122px; FLOAT: left; HEIGHT: 320px; CURSOR: pointer" id="BLOGGER_PHOTO_ID_5459457085024827058" border="0" alt="" src="http://1.bp.blogspot.com/_fEL_Na7THaA/S8PjSxtk9rI/AAAAAAAAAOQ/9sdotXrA_1U/s320/display01.jpg" /&gt;&lt;/a&gt;When you turn on show map in view port, default is standard. You need to hold down the “show map in viewport” button and you will see another option (1). Select right side option, it should be hardware display.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_fEL_Na7THaA/S8PjTFX5aJI/AAAAAAAAAOY/b-cbUg-MGxA/s1600/display02.jpg"&gt;&lt;img style="MARGIN: 0pt 10px 10px 0pt; WIDTH: 320px; FLOAT: left; HEIGHT: 219px; CURSOR: pointer" id="BLOGGER_PHOTO_ID_5459457090302601362" border="0" alt="" src="http://3.bp.blogspot.com/_fEL_Na7THaA/S8PjTFX5aJI/AAAAAAAAAOY/b-cbUg-MGxA/s320/display02.jpg" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;If it is turned on and an image didn’t show (black out), the image size might be too big for this. Reduce the image size and try again.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1538011296346363920-4064504903378705203?l=3dvisualizationtips.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dvisualizationtips.blogspot.com/feeds/4064504903378705203/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dvisualizationtips.blogspot.com/2010/04/how-to-show-bit-map-clearly-in-viewport.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/4064504903378705203'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/4064504903378705203'/><link rel='alternate' type='text/html' href='http://3dvisualizationtips.blogspot.com/2010/04/how-to-show-bit-map-clearly-in-viewport.html' title='How to show a bit map clearly in the viewport?'/><author><name>Akiko Okabe</name><uri>http://www.blogger.com/profile/03545970170406633092</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_fEL_Na7THaA/S5KjYk5LfgI/AAAAAAAAAJg/D1RzRxR-d-s/S220/face.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_fEL_Na7THaA/S8PjSxtk9rI/AAAAAAAAAOQ/9sdotXrA_1U/s72-c/display01.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1538011296346363920.post-6420685797178743798</id><published>2010-03-22T22:00:00.000-07:00</published><updated>2012-01-09T19:08:17.316-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Texture'/><title type='text'>Matt Shadow Material or  Render Element Shadow</title><content type='html'>This is really extreme case, but if you work with urban designers this may happen. (This is for a big print not for an animation purpose.)&lt;br /&gt;Need to do,&lt;br /&gt;1 – Render out shadow with alpha for an entire city scene.&lt;br /&gt;2 – Render size is really big like 5,000pix or higher (many times, I need to render out 10,000pix).&lt;br /&gt;3 – Clean shadow edge.&lt;div&gt;4 – Can't spend a lot of time.&lt;/div&gt;&lt;div&gt;Using a Render Elements, Shadows, is an easy and quick way to get only shadows from a scene but it is not good for a big sized renders because the edges won’t be smooth and clean. If it turns on anti-aliasing, a render time is slow. Also, using a matte shadow material for an entire scene, you will get a blank image because the material can receive a shadow but not cast a shadow. However, we can use a blend shader to resolve this problem.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;(I use mental ray for rendering.)&lt;br /&gt;(1)Make a blend shader. (2)The first material is going to be an Arch &amp;amp; Design material and the second material is going to Matte/Shadow/Reflection. Make sure Receive Shadows is turned on. Use Ambient Occlusion and Receive Indirect Illumination options are turned off. The Mask is going to be the Transparency. Input color is white and Transparency color is black. Now, this material works like the render element shadow with cleaner edges.&lt;br /&gt;Go to render setup. (3)Turn on Material Override and drag the material to the slot (use instance) then ren&lt;a href="http://3.bp.blogspot.com/_fEL_Na7THaA/S6hLOLl4AnI/AAAAAAAAAN4/ldHXmlr3lvs/s1600-h/shadow01.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img style="MARGIN: 0pt 10px 10px 0pt; WIDTH: 321px; FLOAT: left; HEIGHT: 98px; CURSOR: pointer" id="BLOGGER_PHOTO_ID_5451690055933887090" border="0" alt="" src="http://3.bp.blogspot.com/_fEL_Na7THaA/S6hLOLl4AnI/AAAAAAAAAN4/ldHXmlr3lvs/s320/shadow01.jpg" /&gt;&lt;/a&gt;der the scene. I used tiff file format for this. (4)Render preview is black but if click Display Alpha Channel you will see a shadow.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;When you bring the image to Photoshop you will see a black image again. The shadow information is under the Channels. (5)Go to Channels tab and select Alpha 1 (shadow). Select all and copy then paste under the lay&lt;a href="http://1.bp.blogspot.com/_fEL_Na7THaA/S6hLNVO9CeI/AAAAAAAAANw/SUePmO09SJ4/s1600-h/shadow02.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img style="MARGIN: 0pt 10px 10px 0pt; WIDTH: 320px; FLOAT: left; HEIGHT: 137px; CURSOR: pointer" id="BLOGGER_PHOTO_ID_5451690041342233058" border="0" alt="" src="http://1.bp.blogspot.com/_fEL_Na7THaA/S6hLNVO9CeI/AAAAAAAAANw/SUePmO09SJ4/s320/shadow02.jpg" /&gt;&lt;/a&gt;ers tab. (6) Invert the color (Ctrl + i) then change to a multiply blending mode. You should have nice clean shadows.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Here is a sample image.&lt;br /&gt;&lt;a href="http://1.bp.blogspot.com/_fEL_Na7THaA/S6hLM5QHoZI/AAAAAAAAANo/X_sp9wr9ndI/s1600-h/shadow03.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img style="MARGIN: 0pt 10px 10px 0pt; WIDTH: 320px; FLOAT: left; HEIGHT: 130px; CURSOR: pointer" id="BLOGGER_PHOTO_ID_5451690033830928786" border="0" alt="" src="http://1.bp.blogspot.com/_fEL_Na7THaA/S6hLM5QHoZI/AAAAAAAAANo/X_sp9wr9ndI/s320/shadow03.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1538011296346363920-6420685797178743798?l=3dvisualizationtips.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dvisualizationtips.blogspot.com/feeds/6420685797178743798/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dvisualizationtips.blogspot.com/2010/03/matt-shadow-material-or-render-element.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/6420685797178743798'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/6420685797178743798'/><link rel='alternate' type='text/html' href='http://3dvisualizationtips.blogspot.com/2010/03/matt-shadow-material-or-render-element.html' title='Matt Shadow Material or  Render Element Shadow'/><author><name>Akiko Okabe</name><uri>http://www.blogger.com/profile/03545970170406633092</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_fEL_Na7THaA/S5KjYk5LfgI/AAAAAAAAAJg/D1RzRxR-d-s/S220/face.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_fEL_Na7THaA/S6hLOLl4AnI/AAAAAAAAAN4/ldHXmlr3lvs/s72-c/shadow01.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1538011296346363920.post-3041290851349815967</id><published>2010-03-16T20:26:00.000-07:00</published><updated>2010-05-24T19:23:05.034-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Modeling'/><title type='text'>How to create an adjustable dotted street line – PART 2</title><content type='html'>Here I will explain how to lines follow the terrain.&lt;br /&gt;Create some terrain. Terrain is usually not flat so either manually create the terrain by moving vertices or use a displacement map to create an uneven terrain.&lt;br /&gt;&lt;br /&gt;Select the line and apply a cloth modifier.&lt;br /&gt;&lt;br /&gt;Position the line over the terr&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_fEL_Na7THaA/S6BM-Jkrk1I/AAAAAAAAANg/cHVMnXUbz7g/s1600-h/line01.jpg"&gt;&lt;img style="MARGIN: 0pt 10px 10px 0pt; WIDTH: 320px; FLOAT: left; HEIGHT: 74px; CURSOR: pointer" id="BLOGGER_PHOTO_ID_5449440179723670354" border="0" alt="" src="http://2.bp.blogspot.com/_fEL_Na7THaA/S6BM-Jkrk1I/AAAAAAAAANg/cHVMnXUbz7g/s320/line01.jpg" /&gt;&lt;/a&gt;ain and move it down as close to the terrain as possible without going through it.&lt;br /&gt;&lt;br /&gt;In the cloth modifier, click on the Object Properties and set the line to Cloth. Then go to Add Objects and select the terrain. (I used Plane01 for a terrain) Set this as the collision object. Click OK to exit. Click Simulate next to Progress check box. Now, the line should form to the terrain.&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_fEL_Na7THaA/S6BMbO0sL3I/AAAAAAAAANQ/DMpMKk8Ynrw/s1600-h/line02.jpg"&gt;&lt;img style="MARGIN: 0pt 10px 10px 0pt; WIDTH: 320px; FLOAT: left; HEIGHT: 241px; CURSOR: pointer" id="BLOGGER_PHOTO_ID_5449439579837575026" border="0" alt="" src="http://3.bp.blogspot.com/_fEL_Na7THaA/S6BMbO0sL3I/AAAAAAAAANQ/DMpMKk8Ynrw/s320/line02.jpg" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Here is a sample image.&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_fEL_Na7THaA/S6BMazZAFqI/AAAAAAAAANI/uCvTsYFKkgY/s1600-h/line04.jpg"&gt;&lt;img style="MARGIN: 0pt 10px 10px 0pt; WIDTH: 320px; FLOAT: left; HEIGHT: 240px; CURSOR: pointer" id="BLOGGER_PHOTO_ID_5449439572473681570" border="0" alt="" src="http://2.bp.blogspot.com/_fEL_Na7THaA/S6BMazZAFqI/AAAAAAAAANI/uCvTsYFKkgY/s320/line04.jpg" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1538011296346363920-3041290851349815967?l=3dvisualizationtips.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dvisualizationtips.blogspot.com/feeds/3041290851349815967/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dvisualizationtips.blogspot.com/2010/03/how-to-create-adjustable-dotted-street_16.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/3041290851349815967'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/3041290851349815967'/><link rel='alternate' type='text/html' href='http://3dvisualizationtips.blogspot.com/2010/03/how-to-create-adjustable-dotted-street_16.html' title='How to create an adjustable dotted street line – PART 2'/><author><name>Akiko Okabe</name><uri>http://www.blogger.com/profile/03545970170406633092</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_fEL_Na7THaA/S5KjYk5LfgI/AAAAAAAAAJg/D1RzRxR-d-s/S220/face.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_fEL_Na7THaA/S6BM-Jkrk1I/AAAAAAAAANg/cHVMnXUbz7g/s72-c/line01.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1538011296346363920.post-7567762692476634063</id><published>2010-03-16T20:10:00.000-07:00</published><updated>2010-05-24T19:27:07.045-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Modeling'/><title type='text'>How to create an adjustable dotted street line – PART 1</title><content type='html'>Here I will explain how to create dotted lines on the road.&lt;br /&gt;Create a curved line in your viewport and make sure to turn on &lt;span style="FONT-WEIGHT: bold"&gt;Enable in Renderer, Enable in Viewport, Generate Mapping Cords and Real-World Map Size&lt;/span&gt; under the rendering. Also check Rectangular – change size to Length 0’0.1”, Width 0’6.0”. If you have lines imported from Auto CAD as an Editable Spline, it should have the same options and you can use it the same way.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_fEL_Na7THaA/S6BJXvcf4rI/AAAAAAAAANA/A0hTr8WYIWw/s1600-h/line01.jpg"&gt;&lt;img style="MARGIN: 0pt 10px 10px 0pt; WIDTH: 316px; FLOAT: left; HEIGHT: 320px; CURSOR: pointer" id="BLOGGER_PHOTO_ID_5449436221340115634" border="0" alt="" src="http://4.bp.blogspot.com/_fEL_Na7THaA/S6BJXvcf4rI/AAAAAAAAANA/A0hTr8WYIWw/s320/line01.jpg" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Now, we need to create a material. I use a standard material and Diffuse color to white (1). Go to Opacity map then choose Gradient Ramp (2,3). Gradient Type is Linear (4). Make two color points next to each other and right click on the left side point. You will get an Edit Properties option then change the color to black. Right side color point is going to white, so you will get a solid black and white color bar (5). Turn on Use Real-World Scale and size is 12' (6,7). This mean is your black and white color total size is 12’. Make sure to turn on Show Standard Map in Viewport (8), so you can see the material. Apply this material to the line. You should get a dotted street line.&lt;br /&gt;You can now move vertex and change the shape. This material follows your new shape.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_fEL_Na7THaA/S6BJXU3Uc6I/AAAAAAAAAM4/q5yyhvI-As8/s1600-h/line02.jpg"&gt;&lt;img style="MARGIN: 0pt 10px 10px 0pt; WIDTH: 270px; FLOAT: left; HEIGHT: 320px; CURSOR: pointer" id="BLOGGER_PHOTO_ID_5449436214204855202" border="0" alt="" src="http://4.bp.blogspot.com/_fEL_Na7THaA/S6BJXU3Uc6I/AAAAAAAAAM4/q5yyhvI-As8/s320/line02.jpg" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;If you don’t like to see shadow from this line, right click the line and go Object Properties. Turn off Cast Shadow.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_fEL_Na7THaA/S6BJXFDPG7I/AAAAAAAAAMw/vZ3w5gOZQtY/s1600-h/line03.jpg"&gt;&lt;img style="MARGIN: 0pt 10px 10px 0pt; WIDTH: 320px; FLOAT: left; HEIGHT: 224px; CURSOR: pointer" id="BLOGGER_PHOTO_ID_5449436209959869362" border="0" alt="" src="http://2.bp.blogspot.com/_fEL_Na7THaA/S6BJXFDPG7I/AAAAAAAAAMw/vZ3w5gOZQtY/s320/line03.jpg" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1538011296346363920-7567762692476634063?l=3dvisualizationtips.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dvisualizationtips.blogspot.com/feeds/7567762692476634063/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dvisualizationtips.blogspot.com/2010/03/how-to-create-adjustable-dotted-street.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/7567762692476634063'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/7567762692476634063'/><link rel='alternate' type='text/html' href='http://3dvisualizationtips.blogspot.com/2010/03/how-to-create-adjustable-dotted-street.html' title='How to create an adjustable dotted street line – PART 1'/><author><name>Akiko Okabe</name><uri>http://www.blogger.com/profile/03545970170406633092</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_fEL_Na7THaA/S5KjYk5LfgI/AAAAAAAAAJg/D1RzRxR-d-s/S220/face.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_fEL_Na7THaA/S6BJXvcf4rI/AAAAAAAAANA/A0hTr8WYIWw/s72-c/line01.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1538011296346363920.post-8438279529048446726</id><published>2010-03-07T22:20:00.001-08:00</published><updated>2010-05-24T20:04:09.447-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Error'/><title type='text'>Back Face problem – Back Face Culling</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_fEL_Na7THaA/S5SZeOtzUZI/AAAAAAAAALw/B5klbZf43nE/s1600-h/back_face1.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; width: 320px; float: left; height: 263px; cursor: pointer;" id="BLOGGER_PHOTO_ID_5446146594023100818" alt="" src="http://2.bp.blogspot.com/_fEL_Na7THaA/S5SZeOtzUZI/AAAAAAAAALw/B5klbZf43nE/s320/back_face1.jpg" border="0" /&gt;&lt;/a&gt; &lt;span style="font-family:arial;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;When you use a model that comes from other software, (mainly SKETCHUP) sometimes there are many back face problems. 3ds Max has render option to “Force 2-Sided” and when it is on it renders both&lt;/span&gt;&lt;span style="font-family:arial;"&gt; sides of the face, which normally isn’t a big deal. However, if you use a mental ray and Arch &amp;amp; Desi&lt;/span&gt;&lt;span style="font-family:arial;"&gt;gn template material, sometimes the option doesn’t work&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_fEL_Na7THaA/S5Sbv-Mfp_I/AAAAAAAAAMA/C6fDsPc4WCk/s1600-h/back_face2.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; width: 320px; float: left; height: 143px; cursor: pointer;" id="BLOGGER_PHOTO_ID_5446149097849333746" alt="" src="http://1.bp.blogspot.com/_fEL_Na7THaA/S5Sbv-Mfp_I/AAAAAAAAAMA/C6fDsPc4WCk/s320/back_face2.jpg" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;B&lt;/span&gt;&lt;span style="font-family:arial;"&gt;ecause some tem&lt;/span&gt;&lt;span style="font-family:arial;"&gt;plates default turn on “Back Face Culling”. You just need to turn off this option &lt;/span&gt;&lt;span style="font-family:arial;"&gt;and it will render back face again. Back Face Culling is under the Advanced Rendering Option.&lt;/span&gt;&lt;br /&gt;I used Satin Varnished Wood Template.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;If y&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_fEL_Na7THaA/S5SbvTghR2I/AAAAAAAAAL4/20qJRqozhwc/s1600-h/back_face6.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; width: 148px; float: left; height: 320px; cursor: pointer;" id="BLOGGER_PHOTO_ID_5446149086390601570" alt="" src="http://1.bp.blogspot.com/_fEL_Na7THaA/S5SbvTghR2I/AAAAAAAAAL4/20qJRqozhwc/s320/back_face6.jpg" border="0" /&gt;&lt;/a&gt;&lt;span style="font-family:arial;"&gt;ou don’t get a smooth surface, select entire model using Polygon selection and hit an Auto Smoo&lt;/span&gt;&lt;span style="font-family:arial;"&gt;th&lt;/span&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1538011296346363920-8438279529048446726?l=3dvisualizationtips.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dvisualizationtips.blogspot.com/feeds/8438279529048446726/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dvisualizationtips.blogspot.com/2010/03/back-face-problem-back-face-culling.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/8438279529048446726'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/8438279529048446726'/><link rel='alternate' type='text/html' href='http://3dvisualizationtips.blogspot.com/2010/03/back-face-problem-back-face-culling.html' title='Back Face problem – Back Face Culling'/><author><name>Akiko Okabe</name><uri>http://www.blogger.com/profile/03545970170406633092</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_fEL_Na7THaA/S5KjYk5LfgI/AAAAAAAAAJg/D1RzRxR-d-s/S220/face.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_fEL_Na7THaA/S5SZeOtzUZI/AAAAAAAAALw/B5klbZf43nE/s72-c/back_face1.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1538011296346363920.post-3969716211881138163</id><published>2010-02-28T18:17:00.000-08:00</published><updated>2011-11-14T08:55:48.620-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Modeling'/><title type='text'>Proxy object in 3ds Max</title><content type='html'>&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:arial;"&gt;Here I will explain how to create and use a proxy object in your scene. Proxy is great for placing lots of high ploy objects like a trees, cars and people. &lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:Arial;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:Arial;"&gt;Note:&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:Arial;"&gt;1 - Before making xref object, make sure the object scale is 100%. If not, using Reset XForm to correct scale.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:Arial;"&gt;2 - You can use a regular mateiral instead of xref material.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:Arial;"&gt;3 - Object ID doesn't work for xref object, so if you need ID using material ID.&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:arial;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:arial;"&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:arial;"&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:arial;"&gt;First, make sure mental ray render is selected.&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:arial;"&gt;Create any object that you want to make a proxy. If your object is not a single mesh, attach everything, then apply a material to the entire object, then save the file&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:arial;"&gt;. Later, we will use this file to apply a material to a proxy object. &lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_fEL_Na7THaA/S4slUwIWayI/AAAAAAAAAE0/fKb5X_pfF6c/s1600-h/proxy01.jpg"&gt;&lt;img style="MARGIN: 0pt 10px 10px 0pt; WIDTH: 175px; FLOAT: left; HEIGHT: 246px; CURSOR: pointer" id="BLOGGER_PHOTO_ID_5443485613054913314" border="0" alt="" src="http://3.bp.blogspot.com/_fEL_Na7THaA/S4slUwIWayI/AAAAAAAAAE0/fKb5X_pfF6c/s320/proxy01.jpg" /&gt;&lt;/a&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:arial;"&gt;Next, go to create panel and choose mental ray from the drop down.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;Click mr Proxy and create proxy box in the scene. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:arial;"&gt;&lt;br /&gt;S&lt;/span&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_fEL_Na7THaA/S4sljNi_YYI/AAAAAAAAAE8/uwjscyGqk0g/s1600-h/proxy02.jpg"&gt;&lt;img style="MARGIN: 0pt 10px 10px 0pt; WIDTH: 110px; FLOAT: left; HEIGHT: 320px; CURSOR: pointer" id="BLOGGER_PHOTO_ID_5443485861469446530" border="0" alt="" src="http://1.bp.blogspot.com/_fEL_Na7THaA/S4sljNi_YYI/AAAAAAAAAE8/uwjscyGqk0g/s320/proxy02.jpg" /&gt;&lt;/a&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:arial;"&gt;elect the proxy box and go to Modify panel. Select the Source Object &lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:arial;"&gt;- None, then click the object which&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:arial;"&gt; is you want to make a proxy from the scene. Go to Write Object to File… and save the proxy file. Now your proxy box should be a bunch of dots. The proxy file is done. Save the file.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:arial;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;No&lt;/span&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_fEL_Na7THaA/S4slseGyBxI/AAAAAAAAAFE/nqRcoJH_hyA/s1600-h/proxy03.jpg"&gt;&lt;img style="MARGIN: 0pt 10px 10px 0pt; WIDTH: 85px; FLOAT: left; HEIGHT: 320px; CURSOR: pointer" id="BLOGGER_PHOTO_ID_5443486020533356306" border="0" alt="" src="http://1.bp.blogspot.com/_fEL_Na7THaA/S4slseGyBxI/AAAAAAAAAFE/nqRcoJH_hyA/s320/proxy03.jpg" /&gt;&lt;/a&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:arial;"&gt;w I will explain &lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:arial;"&gt;how to use this file to your scene. &lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;Open a new scene and create a proxy box same as last time you created, then go to Modify panel. Click Proxy File… and choose the &lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:arial;"&gt;file you just created. You will see dots again. If you want to see more shape clearly put high number in Display – Viewport Verts. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:arial;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;We got the o&lt;/span&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_fEL_Na7THaA/S4sl3jjP0GI/AAAAAAAAAFM/RCx4z_fP0l4/s1600-h/proxy04.jpg"&gt;&lt;img style="MARGIN: 0pt 10px 10px 0pt; WIDTH: 320px; FLOAT: left; HEIGHT: 232px; CURSOR: pointer" id="BLOGGER_PHOTO_ID_5443486210973487202" border="0" alt="" src="http://3.bp.blogspot.com/_fEL_Na7THaA/S4sl3jjP0GI/AAAAAAAAAFM/RCx4z_fP0l4/s320/proxy04.jpg" /&gt;&lt;/a&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:arial;"&gt;bject in the scene but not a material yet. Go to Material Editor and Choose Xref Material shade&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:arial;"&gt;r. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;Then, choose the max file you created before. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;You will see the object name so pick the original o&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:arial;"&gt;bject (not a proxy) and click OK. Apply this material to the proxy. &lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:Arial;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1538011296346363920-3969716211881138163?l=3dvisualizationtips.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dvisualizationtips.blogspot.com/feeds/3969716211881138163/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://3dvisualizationtips.blogspot.com/2010/02/here-i-will-explain-how-to-create-and.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/3969716211881138163'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1538011296346363920/posts/default/3969716211881138163'/><link rel='alternate' type='text/html' href='http://3dvisualizationtips.blogspot.com/2010/02/here-i-will-explain-how-to-create-and.html' title='Proxy object in 3ds Max'/><author><name>Akiko Okabe</name><uri>http://www.blogger.com/profile/03545970170406633092</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_fEL_Na7THaA/S5KjYk5LfgI/AAAAAAAAAJg/D1RzRxR-d-s/S220/face.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_fEL_Na7THaA/S4slUwIWayI/AAAAAAAAAE0/fKb5X_pfF6c/s72-c/proxy01.jpg' height='72' width='72'/><thr:total>0</thr:total></entry></feed>
