rendering problem
pbviz.com
Home       Members    Calendar    Who's On
Welcome Guest ( Login | Register )
        


««12

rendering problem Expand / Collapse
Author
Message
Posted Tuesday, December 15, 2009 7:16 PM


Member

MemberMemberMemberMemberMemberMemberMemberMemberMemberMember

Group: PB Employees
Last Login: Wednesday, February 01, 2012 6:14 PM
Posts: 82, Visits: 1,335
A.N.Dall (12/15/2009)
Tom (12/14/2009)
You can even assign different materials to each one so you can have 10 colors of each to help hide the repetition.

Well I'm guessing you wrote some fancy script to randomly do this for you...and the reading I've been doing while attempting the switch to VRay leads me to this gnoub question:

Are the material assignments essentially applied manually for each (all 300 instances in your example) proxy object?  I understand that the .vrmesh holds no material info, apart from MatID, but can instances of proxy objects have different materials?

Thanks!

yes. As well as different transforms. For example, you can take 1 vray proxy tree, make 4 or 5 instances with slightly different materials, then scatter those instances around your scene as instances with different scale/rotation. You'll end up with 1000's of trees, without any one tree being exactly like any other, all while being instances of each other and pointing to the single .vrmesh file.

SJ

Steve Johnson
PB
Project Visualization Technical Resource Center
E-Mail: johnsonste@pbworld.com
...................................................................................................
Post #2760
Posted Tuesday, December 15, 2009 9:40 PM


Newbie

NewbieNewbieNewbieNewbieNewbieNewbieNewbieNewbieNewbieNewbie

Group: Forum Members
Last Login: Monday, January 30, 2012 3:43 PM
Posts: 19, Visits: 381
Glen Loyd (12/15/2009)
car accessories, drivers, and other available options...

Tom I get the impression that those three little dots are for you...

Honestly I never tried to change materials on instances.  Figured they would be instanced with the object.  Learned something today.  It's nice to bounce ideas off actual people, as I'm a solo Maxer here.

Thanks!

Adam N. Dall
Design Vizualization Specialist
Philadelphia, PA
Post #2762
Posted Tuesday, December 15, 2009 9:47 PM


"old dog"

"old dog"

Group: Administrators
Last Login: 2 days ago @ 4:04 PM
Posts: 646, Visits: 4,053
A.N.Dall (12/15/2009)
Glen Loyd (12/15/2009)
car accessories, drivers, and other available options...

Tom I get the impression that those three little dots are for you...

You're good at reading between the lines.  Got all that, Tom?

Glen Loyd

Lead Design Visualization Specialist  | Parsons Brinckerhoff
www.pbprojectviz.com



Post #2764
Posted Wednesday, December 16, 2009 1:46 AM


Junior Member

Junior MemberJunior MemberJunior MemberJunior MemberJunior MemberJunior MemberJunior MemberJunior MemberJunior MemberJunior Member

Group: Forum Members
Last Login: Tuesday, June 14, 2011 5:14 AM
Posts: 30, Visits: 324
Do Vray proxy instances work differently than MR proxies? Or am I understanding the post incorrectly? I'm pretty sure that when I use instanced MR proxy trees and apply a MSO material to one of them, it updates the material for all of the instances.

What I could see doing is creating a few copies of a proxy object, each referencing the same proxy file (somename.mib for MR proxies; somename.vrmesh for Vray), but with a different material assigned to each of the proxy copies. Then you can instance each of those copies with separate materials all over the scene.

Is this what you are referring to or is there a way to assign different materials to the various instances?

Eric Pheifer

Post #2765
Posted Wednesday, December 16, 2009 6:15 AM
Newbie

NewbieNewbieNewbieNewbieNewbieNewbieNewbieNewbieNewbieNewbie

Group: PB Employees
Last Login: Tuesday, September 27, 2011 7:25 AM
Posts: 3, Visits: 76
thanks guys

it is rendering very fast now by this way. i made a test by rendered 5000 cars together and it rendered in less than minute .

Glen, thanks a lot for the trees and cars I am downloading them now

Tom, if you still didnt see the image here is a link:

https://ftp.pbworld.com/GetFile.aspx?fn=59824118.zip

by the way any body have a good material for the desert?

thanks again

Post #2766
Posted Wednesday, December 16, 2009 2:54 PM


"old dog"

"old dog"

Group: Administrators
Last Login: 2 days ago @ 4:04 PM
Posts: 646, Visits: 4,053
On the material question, large open areas are always tough when trying to use bitmaps and avoid a pattern.  I typically blend and mix a bunch of maps together to help relieve some of that effect.  The material breakdown is pretty simple and can be controlled by adjusting the noise size and high/low thresholds.  The pathcy grass material can be swaped out with a gravel or rock, but keep the color similar to the sand if you can.

Renderings using above material:

I've attached a scene that includes a material that I created and applied to a plane (VRay/Max 2009).  Hopefully this helps.

Glen Loyd

Lead Design Visualization Specialist  | Parsons Brinckerhoff
www.pbprojectviz.com





  Post Attachments 
Desert_Ground.zip (3 views, 2.28 MB)

Post #2767
Posted Wednesday, December 16, 2009 2:57 PM


"old dog"

"old dog"

Group: Administrators
Last Login: 2 days ago @ 4:04 PM
Posts: 646, Visits: 4,053
Eric Pheifer (12/16/2009)
Do Vray proxy instances work differently than MR proxies? Or am I understanding the post incorrectly? I'm pretty sure that when I use instanced MR proxy trees and apply a MSO material to one of them, it updates the material for all of the instances.

What I could see doing is creating a few copies of a proxy object, each referencing the same proxy file (somename.mib for MR proxies; somename.vrmesh for Vray), but with a different material assigned to each of the proxy copies. Then you can instance each of those copies with separate materials all over the scene.

Is this what you are referring to or is there a way to assign different materials to the various instances?

No difference really.  I think we were talking about an automated process to randomly select materials in distribution.  I may have taken the conversation a step further than just applying materials to proxies... 

Glen Loyd

Lead Design Visualization Specialist  | Parsons Brinckerhoff
www.pbprojectviz.com



Post #2768
Posted Wednesday, December 16, 2009 3:20 PM


Newbie

NewbieNewbieNewbieNewbieNewbieNewbieNewbieNewbieNewbieNewbie

Group: Forum Members
Last Login: Monday, January 30, 2012 3:43 PM
Posts: 19, Visits: 381
Glen Loyd (12/16/2009)
Eric Pheifer (12/16/2009)

What I could see doing is creating a few copies of a proxy object, each referencing the same proxy file (somename.mib for MR proxies; somename.vrmesh for Vray), but with a different material assigned to each of the proxy copies. Then you can instance each of those copies with separate materials all over the scene.

Is this what you are referring to or is there a way to assign different materials to the various instances?

No difference really.  I think we were talking about an automated process to randomly select materials in distribution.  I may have taken the conversation a step further than just applying materials to proxies... 

 

I think the conversation went both ways - and I think Eric nailed my question better than I did.  I tried a couple things just to see.  Created a box, instanced it and then applied a different material to the instance, which didn't update the first box, as I expected it to.  I peeked around and on the Options menu in the Material Editor I found this: Propagate Materials To Instances

So I pressed F1...seemed like a good idea at the time. 

Autodesk 3DS Max Help)

When Propagate Materials To Instances is on, any material assignment you make will be propagated to all instances of the object in your scene, including imported AutoCAD blocks and ADT style-based objects; these object types are common in DRF files. Assignments are also propagated to instances of Revit objects and of other instances that you've made in the current scene.

When Propagate Materials To Instances is off, materials are assigned in traditional 3ds Max fashion; each object has a unique material assignment.

So I guess any answer is the right one, just depends on your settings.



Adam N. Dall
Design Vizualization Specialist
Philadelphia, PA
Post #2769
Posted Wednesday, December 16, 2009 4:49 PM


Veteran

VeteranVeteranVeteranVeteranVeteranVeteranVeteranVeteranVeteranVeteran

Group: Administrators
Last Login: Friday, January 27, 2012 4:50 PM
Posts: 280, Visits: 1,667
Edit. This answer is totally out of date. lol I didn't see the 2 pages of responses.

Seems to have mostly been figured out, or did I miss something?


THOMAS SHANNON

SENIOR DESIGN VISUALIZATION SPECIALIST
PB Project Visualization
http://www.pbprojectviz.com/

Post #2770
« Prev Topic | Next Topic »

««12

All times are GMT, Time now is 8:31am

Powered By InstantForum.NET v4.1.4 © 2012
Execution: 0.063. 4 queries. Compression Disabled.