3DS MAX 7
Notes About 3ds max 7 Features
·Using Raytrace materials can cause the ActiveShade window to lose focus, activating the main UI keyboard shortcuts. Click the ActiveShade window to reactivate ActiveShade keyboard shortcuts.
·Scene XRef drag and drop of files with scripts that depend on explicit scene object references can cause unpredictable results or program failure.
·Bones creation behavior can be unpredictable when using Snap Override. When you use SHIFT+right-click to invoke Snap Override, the Bones system interprets this as a left-click and places a bone in the scene.
·The Macro Recorder does not support Bones creation. However, you can manipulate the bones with the Macro Recorder after creating them.
·When Reassign Root is used, it deletes and recreates new bones. Any animated parameters, controller setups and custom bone settings are lost, including IK chain assignments. You should use this tool before making any adjustments or IK assignments to your bones.
·Negatively scaled bones can be set to unity with the Reset Scale button in Object Properties rollout of the Bone Adjustment Tools dialog. In tandem with the Reset Stretch and Realign buttons, it is now easy to create symmetrical bone chains free of scaling and stretch problems.
·The Stretch Factor for the selected bone is now displayed in the Object Properties rollout of the Bone Adjustment Tools dialog.
·Edges created during a Boolean operation involving compound (nested) Booleans might be visible when they should be invisible. This affects only viewport display modes that display visible edges, such as Wireframe, Lit Wireframes and Edged Faces. These edges can be made invisible through mesh editing.
CAMERA MAP TEXTURE
·Per Pixel Camera Map should only allow lights or cameras to be selected but does not correctly filter the available selection. Please use only lights or cameras.
·Changing a Camera Corrected view to a User or Perspective view causes the view to display distorted geometry. Changing to any other axonometric view will correct this.
·Use of the Unlink Selection tool on objects that are contained in Characters can produce unexpected results. Instead, use the specific tools provided for adding and removing objects from Characters.
·Objects with animated TCB Rotation controllers can shift position when a containing character is destroyed. To avoid this, use Euler rotation controllers instead.
·Pick Object must be used to add characters to groups. Adding groups to a character by selecting from the viewport is not supported.
·In some instances, the Character Error dialog can appear with no nodes listed. If this occurs, try reselecting or selecting part of your hierarchy and then using Add Member to add more objects to your character.
·Before entering the Skin Pose mode for a character or group, it is advised to first set keys for all the members. The easiest way to do this is to click Set Key Pose.
CLONE AND ALIGN
·In 3ds max, some tools flip the sign of the scale of the objects they operate on. This is not always apparent to the user. If you use Clone and Align to align an object to another whose scale has been flipped, you might get unexpected positioning and orientation. Choose to also Match Scale to correct the discrepancy. (Example: the Mirror tool applies a negative scale to at least one axis of the object it is used on. In Clone and Align, select Match Scale to achieve the desired results with such objects.)
·combustion needs to be installed on your system in order to view CWS files. It should also be installed on all network-rendering servers if you are going to net-render a scene that contains CWS files. combustion does not need to be authorized to process CWS files used within 3ds max net-rendering servers, but does need to be present.
·CWS files that were created as “rub-throughs” won’t display unless combustion is installed on your computer.
·In the Combustion Parameters rollout when Track Time or Custom Resolution > Enable is turned on, viewport selections are not highlighted.
·If you are using a Combustion map with a Displace modifier or as a projector light map, the scene will not render correctly while a live link exists between 3ds max and combustion. To render correctly, save the loaded workspace file, and then turn off the Edit button to terminate the link between 3ds max and combustion.
·Using the Combustion map (within 3ds max 7) with combustion and attempting to change the UV Coordinates while Unwrap is selected and the Unwrap operation is visible in combustion, you might experience a disconnection error in 3ds max. To correct this, verify that all your UV settings are in place before you attempt to edit your map within combustion. The disconnection alert only appears when you have an object selected in your scene, so if you deselect your object and change the Unwrap UV channels, no disconnection alert should appear.
·The UV Offset values in the Coordinates rollout of the combustion map are not honored when painting directly on the object in 3ds max 7. To offset the UVW Coordinates of the combustion map, apply a UVW Map modifier and a UVW XForm modifier.
·You will have to save the workspace in combustion for every render in 3ds max. Save the combustion workspace and load it using the Project button.
·The latest changes in combustion are getting displayed in the sample slots of the material editor but not in 3ds max renderings. You will have to save the workspace in combustion and render again in 3ds max.
·In the Combustion Parameters rollout, when the Edit button is Enabled, combustion launches and prompts to create a new workspace. You must close this dialog, or 3ds max will not respond.
·When the Use Soft Selection check box is turned on in the Blobmesh compound object, objects that do not have their own Use Soft Selection turned on will not generate a blobmesh surface. To correct this, enter the object’s sub-object mode, turn on the Use Soft Selection check box, and then exit the sub-object mode. A similar effect can be achieved using a Select modifier or by adding a Turn To modifier and turning on Invert in the Subobjects Selection group.
·SHIFT+cloning path-constrained objects might not position copies properly. Creating clones of a path-constrained object using the SHIFT+Move technique will not evenly space each clone from its previous sibling.
·There is currently no action item for the Gimbal coordinate system.
·If an older scene containing a Local Euler controller is loaded into 3ds max 7, it will be changed to an Euler XYZ. The animation data and resulting animation will be precisely the same.
·NURBS Point controllers should be individually reassigned from the Surface sub-object level rather than at the Master Controller level in Track View in order to see their effect.
·Master Point controllers are compound controllers and depend on sub-controllers and their structure; therefore, you cannot cut and paste Master Point controllers.
·Setting a motion track's input type to None after it was assigned to another type, such as Mouse or Keyboard, and then using Undo can cause program failure.
·Loading into 3ds max 7 a 3ds max 5.x file with missing plugins (stand-ins) that had stored custom attribute information can lead to program instability. Loading into 3ds max 7 a 3ds max 5.x file that contains custom attributes can lead to instability if missing plugin stand-ins are created upon load. It is recommended that you save the file in 3ds max 5.x without the missing plugins, open it in 3ds max 7 and then save it before proceeding.
·The positioning controller of the Daylight system does not exactly correspond to the one described by the “IES RP-21 Calculation of Daylight Availability” standard, thus resulting in slight intensity variations at certain times and locations.
·The use of atmospheric effects with the Depth Of Field rendering effect is currently not supported.
DOPE SHEET EDITOR
·Performance can degrade when moving or coping keys for objects requiring intensive re-calculations based on previous keys (for example HD IK.).
·Using max in D3D mode disables the Use Dual Planes check box for OpenGL and Software display modes. To re-enable Dual Planes support, go to Customize > Preferences > Viewports Tab > Viewport Parameters section and choose Use Dual Planes. The default value for OpenGL and SZB is to Use Dual Planes.
·DX Display of Standard Material is supported only when running max in DirectX 9 mode.
·The Direct3D Metal Bump viewport shader only supports DDS files as cube maps.
·The Wave, Ripple, Bomb, Drag, and UDynaFlect space warps will display with incorrect coloring under Direct3D.
·Some video cards might display only half the lines on wireframe objects. To fix this, turn off the toggle Use Wireframe Faces (Custom Driver Extension) on the Configure OpenGL dialog, located under Customize > Preferences > Viewports panel.
·Running 3ds max 7 under Direct3D with Microsoft NetMeeting® can cause display problems or product instability.
·Direct3D does not support two-sided display for materials.
·“Best” and “Simple” viewport transparency modes are the same for all D3D display drivers.
·DirectX viewports might become unresponsive after Windows standby, running a screen saver, fast-user switching or locking the system.
·Changing the DirectX Manager’s shader drop-down will cause the viewport to temporarily display the first frame on an animated scene.
·Users of the nVidia Quadro4 XGL display cards might see window flashing as the TrackView window opens. If this occurs, disable the nView Desktop Manager using the NVIDIA Media Center. Choose nView Desktop Manager > Disable.
·Switching between vertex color, alpha, and illumination using Properties in Editable Poly when the display mode is Direct3D can cause the colors to garble or not change. In this instance, refreshing the viewport or entering or exiting the Editable Poly's sub-object mode should force a refresh.
·Direct3D viewports can become unresponsive after minimizing and maximizing when a viewport background is displayed. If this occurs, please save your file and restart 3ds max.
·Starting Windows XP with the /3GB option reduces the amount of kernel address space to 1GB. Sometimes the kernel might need more space for DirectX or system drivers, resulting in cached mesh corruption or sluggish DirectX performance. See Microsoft support for tuning information. If you are using the /3GB switch and have this problem, use "/USERVA=2800" (or 2700 etc.) (MB for this argument) to limit the USER Virtual Address space to less than 3GB. This allows more space for the operating system kernel if it is needed. This option is placed in the boot.ini file just after the "/3GB" option.
·DirectX Shaders are displayed incorrectly for objects that have been mirrored on one axis with the Mirror tool. This does not occur for objects mirrored with the Mirror or Symmetry modifiers.
·The DirectX viewport shader sample, colortest.fx, does not display correctly.
·The Metal Bump DirectX plugin will overwrite the currently assigned Metal Bump Cubemap when using 'Pick object and create' to create a new cubemap.
DIRECTX DISPLAY OF STANDARD MATERIAL
·DirectX Display of Standard Material does not work with Skylights.
·DirectX Display of Standard Material does not ignore lights that are turned off in a scene. Because DirectX shader complexity increases with each scene light and to avoid running out of video memory or exceeding shader length, we recommend minimizing the number of scene lights when viewing DirectX Display of Standard Material.
·DirectX Display of Standard Material will not show screen-mapped NormalBump maps in the viewport.
·Canceling the creation of some light types when viewing DirectX Display of Standard Material can cause a crash.
DIRECTX 9 SHADER MATERIAL
·DirectX 9 Shader materials can be inverted when applied to mirrored objects.
·In a multi/sub-object material, the color swatches for a DirectX 9 Shader material cannot be set from the top level. To change the color, go into the DX9 Shader material and adjust the Shaded color in the Software Render Style rollout.
·Multi/Sub-object materials can display incorrectly in the viewport when a DirectX 9 Shader material occupies the first slot.
·The Dynamics utility is included within 3ds max 7 for legacy files only. For superior results, use reactor™ for any dynamics simulations. The Dynamics utility will not be supported in future versions of 3ds max.
·3ds max 3.x files having a stack where an Edit Mesh modifier containing sub-object collapses is above a MeshSmooth modifier, might load into 3ds max 7 with missing faces and distorted geometry. To correct this, load the scene in 3ds max 3.1 and collapse the object to the highest MeshSmooth level in the stack (that's under the Edit Mesh modifier with sub-object collapses), save that file and then re-open it in 3ds max 7.
·Do not try to set Weights on vertices in an Editable Mesh. If you need to do so on a mesh object, use an Edit Mesh modifier.
·If an Editable Mesh has face normals flipped in a nonuniform manner, converting it to an Editable Poly can cause problems. The conversion process attempts to divide the object into elements to keep a legal condition. The division method might be unpredictable and will probably be based on how many vertices are shared between flipped and non-flipped faces. Unifying the normals before conversion is recommended. Or, you can detach the flipped faces as elements before conversion, and the elements will be respected by the Editable Poly conversion. This ensures a more orderly and predictable conversion.
·Interior patch edges that are not displayed will always appear as visible edges after converting to a polymesh.
·When in an edit mode such as Attach or Edit Triangulation, undoing a Stackview Convert To Editable Poly while the Modify Panel is displayed and must be scrolled can result in program failure.
·Named Selections are not currently saved with the Edit Poly modifier.
·Drag and drop of materials from the Material Editor to sub-objects in the Edit Poly modifier to create multi sub-object materials is not currently supported.
·Using Paint Soft Selection or Paint Deform while the animation is playing is not supported and can lead to instability.
·Use of the Repeat Last command with Paint Deform can cause instability and is not recommended.
·Modifying the underlying topology of an Edit Poly modifier, and then attempting to Paint Deform a model can lead to an application error. It is highly suggested that you apply topology changes above the Edit Poly modifier or Editable Poly object, and then apply a new Edit Poly before attempting to Paint Deform the model.
·Using the shift+x shortcut to enter the Edge constraint mode of the Edit Poly modifier will activate the mode properly, but the change will not be reflected in the Constraint drop-down list.
·The Edit Poly modifier stores a history of operations made within the modifier which can in some instances result in very large file sizes. It is recommended that you collapse your stack on occasion to reduce file size, or check the Compress On Save check box in the Preference Settings dialog, Files panel.
·3DS files created by the Rhino product (from Robert McNeel & Associates) can cause instability when imported into 3ds max. If an assert error dialog is encountered, using Retry might result in a successful import, but this might cause your session to destabilize.
·3ds max 7 can import the text-based (ASCII) Wavefront formats OBJ and MTL. An OBJ file contains geometry descriptions. A MTL file is also text based, and contains material descriptions that supplement the OBJ file.
·3ds max 7 files are not backward-compatible with previous versions of 3ds max and will not load in earlier versions.
·Flex single-frame rendering can take a substantial amount of time. When a scene containing Flex is rendered at a point in time far away from the Flex reference frame, the modifier must calculate the solution for all flexed points from the reference frame to the current frame. During single-frame tests or net rendering, this could contribute to a significant delay in overall rendering time. To correct this, add a Point Cache modifier above Flex and record the flexed point data to disk. Then, disable all modifiers below Flex before you render.
·Grouped objects that have animated TCB Rotation controllers can shift position when the object is removed from the group. To avoid this effect, use Euler rotation controllers instead.
·Use of the Unlink Selection tool on objects that are contained in Groups can produce unexpected results. Instead use the specific tools provided for Attaching and Detaching objects from Groups.
HELP: REFERENCE & TUTORIALS
Move the first part of step 23 to the start of step 22. Step 22 should read:
22. In the Reactions (upper) list, click the Box01 / X Position entry to highlight it, and then move the box about ?50 units on the X axis, to about X=?100.
Also, the button image from the start of step 22 belongs in step 23. Step 23 should read:
23. [Create State button image] Click Create State.
Finally, the first part of step 29 is unnecessary. Step 29 should read:
29. Click Create State.
·License Borrowing Utility: The 3ds max 7 license borrowing utility was originally built for AutoCAD and is described in terms of that product in the help system. 3ds max 7 users should replace AutoCAD references with the 3ds max equivalent as needed. For example, if the help system refers to AutoCAD 2005 program folders, you should use the 3ds max 7 folder.
·Information on the Water Surface Shadow shader was not included in the lume help content (lume_shaders.chm). Below is some information that may help describe its use:
Water Surface Shadow: The lume Water Surface Shadow shader can be used to get a more realistic shadow for water scenes, as it does not require expensive caustic computations. Nevertheless, the strength of the shadow depends on the waves of a water surface.
The parameters of Water Surface Shadow are identical to those for Water Surface. For more information, see the lume documentation for Water Surface.
A typical use is to assign Water Surface to the Surface slot of a material, and then Water Surface Shadow to the Shadow slot of the same material. To get good and fast results, use a constant color for the Surface Material of the Water Surface Shadow shader.
·There is an undocumented Pose To Pose check box on the Rotation List Controller rollout. When a Rotation List Controller is assigned to an object, the Average Weights control is replaced with a Pose To Pose toggle.
If Pose To Pose is off, the list controller weights each rotation individually and adds up the weighted rotations for the final effect. You animate by stacking layers on top of layers, and then weighting their effect in and out. This is the default behavior.
If Pose To Pose is turned on, then each pose is blended with the results from the previous items in the list. This method is not additive, but instead is true pose-to-pose blending. Adjusting the weight of an item in the list blends to and from that pose (that controller in the list). If the last weight is 1.0, then adjusting the weights of previous poses in the list won't have any effect, because the last pose has full effect. This is a stack-based approach that is best used for nonlinear effects. Motion clips or even single-frame poses can be pasted onto new layers, and the weights can be used to blend the poses together.
·The topic "3ds max Materials in mental ray Renderings" says that the Shell material is not supported by the mental ray renderer. As of 3ds max 7, mental ray does support the Shell material and Render To Texture.
·The topic "Caustics and Global Illumination Rollout (mental ray Renderer)" states that the default value for the Global Energy Multiplier is 1000.0. In 3ds max 7, the default value has changed to 1.0.
·In the text of the topics Lights & Cameras > Lights > Rollouts for Specific Shadow Types > "Advanced Ray-Traced Parameters Rollout" and "Area Shadows Rollout," text that refers to "Pass 1 Quality" should read "Shadow Integrity," and text that refers to "Pass 2 Quality" should read "Shadow Quality."
·If Flash v5 or lower is installed on your computer, the text in the Hot Key Map will not display properly. Just go to www.macromedia.com and download/install the latest free version of the Flash player (v7).
·Prior to loading a KBD file from a previous version of 3ds max, manually remove the E from the Edit Keys Mode action entry (under Track View group).
·Using HSDS on a mapped object breaks vertices and can distort the texture. This is a limitation, as there is no provision for more than one texture vertex per vertex. To work around the problem, texture the output of HSDS instead of the input.
·Before editing 3dsmax.ini, or any other INI file, it is advised that you save a copy for backup. You can restore your 3dsmax.ini to factory defaults by removing it from the root \\3dsmax7 folder and starting 3ds max.
·There can be instances where no warning will be displayed for an invalid IK dependency loop. It is possible to create such a loop (with hierarchy links, controllers, or parameter wiring) that creates an unpredictable IK solution. The incorrect results are generally immediately evident and usually undoable.
·Setting rotational joint limits on HI IK start joints might lead to unintuitive IK behavior. To correct this, free up as many degrees (axes) of rotational freedom as possible. It can also help to adjust the preferred angles of the start joint.
·Conflicts can occur when you have an HI IK chain and use Assign Vertex Colors on the bones that make up that chain. This conflict can cause subsequent file load problems. To correct, either collapse the stack after using the Assign Vertex Colors utility, or add a VertexPaint or STL Check modifier to the top of the stack.
·For HI IK, no MAXScript or parameter wiring is available for the Enabled state. This is as designed, as the Enabled state is controlled by the new Boolean controller, which can be copied and instanced.
·The exporter complies with the JSR-184 Specification, and many 3ds max 7 features such as particles, procedural tools, procedural textures, and others are not supported.
·Biped and other character studio features are not supported.
·IK is not supported. Bones for export should use FK.
·Render To Texture (RTT) is not supported.
·All animation controllers should be collapsed before exporting.
·An Active Camera must be defined to view exported M3G files in the JSR-184 player.
·There are currently issues with alpha channel support.
·When a layer’s Shaded Viewport Display is used, it will be set to Facet if the viewport itself is displayed in non-Smooth mode. Once the viewport is set to Smooth + Highlights by right-clicking the viewport label, this will change the layer’s default Facet display to Smooth.
·A glow of small size doesn't appear to work when rendering to fields. To correct this, increase the size of the glow before rendering.
·Glow, on an Environment map, using Effects ID, will not work if Antialiasing is on.
·Resetting 3ds max while the Video Post Lens Effects Setup dialog is displayed is not recommended.
·Not all features are macro-recordable.
·Changing V Tiling coordinates of a UMV Map to a negative value when Manipulator is enabled can cause program instability (nVidia card using Software-Z Buffer).
·When using the Map Channel Utility with patch objects, pasting channels can result in channel names being lost, so name your channels after you've completed your copying and pasting.
·When a Noise map has been added to a material, the first launch of the Material Editor, in a 3ds max 7 session, may be delayed. Subsequent launches of the Material Editor in the same session will not be delayed.
·Blur and Blur Offset controls are enabled for all 3D maps, but can be used only with antialiased 3D maps such as Noise.
·When working on a material at the level of an instanced map, the Make Unique button can unexpectedly delete the current material. Be sure to have the material assigned to an object in the scene before using Make Unique on the map so that you can later Get Material to get the material from the scene. Alternately, you can drag and drop the original map again into the current map as a copy rather than an instance.
·Installing Microsoft® Access after installing 3ds max 7 results in the MAT file type being reassigned as an Access table file and not a 3ds max materials library file. To correct, use Windows Explorer > View > File Types to reference the file type back to 3ds max 7.
·Use of recursive IFL files is not supported.
·The startup default material library file has been moved to the \\3dsmax7\\defaults\\max directory. You will need to save it there in order for it to be used on startup.
·Depending on how duplicate texture maps were created in the scene, there can be instability associated with running the Instance Duplicate Map utility when Show Map In Viewport is on for those maps. If this instability is encountered, deactivate all maps before running the utility using the toggle in the Views menu. The maps can then be safely activated again with the same toggle.
·Right-clicking a material slot and selecting Cut or Clear will not properly clear the material sample slot. Cut will correctly allow pasting to another slot, but it does not correctly remove the original as would be expected in a Cut operation.
MENTAL RAY: GENERAL
·Subsurface Scattering (SSS) Materials are not supported when used as a sub-material; for example, as a sub-material in Multi/Sub-Object, Blend, or Composite in this release.
·Raytracing 2-sided shadows is not currently supported by mental ray.
·The "Render Atmospherics inside Raytraced Objects" flag within the Raytrace material is currently unsupported.
·When scenes require more than 300 MB to render, it is suggested you use "place holders". This enables "data flushing" of everything that can be recreated later on, thereby maximizing disk space usage. For example, the "large BSP" can be partially flushed and recreated as other areas of the scene get rendered.
Here's some information that should be considered when ray-tracing large files:
large BSP noyes
·When creating large files for rendering with mental ray, especially ones using Final Gather, save your work before rendering. Canceling such a render could create a long wait time.
·mental ray does not support antialiasing specified in the Material Editor.
·The Reflect/Refract, Thin Wall Refraction, and Flat Mirror maps cause standard raytracing to be performed with mental ray. Therefore, these maps aren’t fully supported in this release.
·Materials generated by 3rd-party plug-ins are not supported in mental ray and can cause instability.
·It is advised not to use Material To Shader in the 3ds max environment slot. This shader usually needs to be placed on geometry in order to be evaluated.
·mental ray does not support the Render Map feature in the Material Editor.
·Sample spheres in the Material Editor are off center and not fully visible in when using 6x4 Sample Windows.
·Very large displacement settings can cause 3ds max to become unstable. To avoid this instability, reduce large factor values or change the displacement settings in the render dialog.
·Scripting mental ray parameters is not supported in this release.
·Gizmos with atmospherics assigned should have a positive height value in order to render correctly with mental ray.
·Scaling a gizmo being used for an atmospheric effect will, in turn scale the density of that effect when rendering with the scanline renderer. mental ray does not perform this scaling. For the renderers to match after scaling such a gizmo, the density of the atmospheric effect (Fire, Volume Fog, and so on) must be subsequently increased or decreased.
·Show Preview with mental ray Depth Of Field is not supported in this release.
·Rendering objects with coincident faces is not supported in mental ray. Depth Of Field will not work correctly when rendering objects with coincident faces using the mental ray renderer.
·Instability can result from using a camera target as a focal node with Depth Of Field and the mental ray renderer. Instead use the scanline renderer for such situations.
·Pausing a rendering is not supported in this release.
·Rendering outside the Safe Frame area with mental ray can cause instability when using Render Types (blowup, crop, and so on). To avoid this, render within the Safe Frame area or turn off Safe Frame.
·Rendering XRefed Atmospherics is not supported by mental ray.
·Multi-Layer G-Buffers and RPF channels are not fully supported in this release. Specifically, mental ray does not support the background, mask, weight, or transparency channels. Also, mental ray will output only a single layer (the top one) of information for all other channels.
·The Receive Shadows check box in Object Properties is not supported in this release of mental ray.
·The Alpha render element is unsupported when rendering atmospherics with mental ray. To work around this problem, render to an image type that contains its own alpha channel.
·The Blend render element is unsupported when rendering atmospherics with mental ray.
·The Pseudo Color exposure control can render incorrectly with mental ray when used in conjunction with atmospheric effects.
·The Visible To Camera check box in Object Properties is not supported.
·In some cases, very high-poly objects can cause instability during rendering due to memory fragmentation. Workarounds include:
o Split large objects into smaller ones. Aim for minimal overlapping with the bounding box of the new objects. A good general rule is 10K?100K triangles per object.
o Render using the Conserve Memory option.
o Render using mental ray from the command line.
·Video Post is not fully supported in this release, as it requires specific rendering modes and options, not all of which are currently available in mental ray.
·Render Passes in mental ray ignores the Skip Existing Images toggle.
·Objects with a Look at Controller that are mapped with a Facade shader will not render correctly.
·The Panorama Exporter utility uses only the default scanline renderer. However, the Panorama Viewer can display panoramas created by the WrapAround lens filter.
·The mental ray Shadow Map shadow type does not support object Shadow Casting exclusion.
·mental ray does not support every case of include/exclude lists for reflection and refraction.
·mental ray can produce banding and unwanted shadows with Volume Light when the Auto check box is turned on. Turning off the Auto check box and increasing the Sample Volume % spinner value can correct this.
·Multiple overlapping light atmospheric effects can expose the edges of the volumes. Using the same instance of the effect on all the lights should make them blend better.
·When rendering a series of pass files in mental ray for use in an animation sequence, file names must end with a letter, not a number.
·When the Ink n Paint material is set to use displacement, smoothing group lines should be disabled to avoid unexpected results.
·Motion blur with the mental ray renderer does not always follow curving trajectories. Increasing the value of Motion Segments can help, but this works better for rotary motion than for traveling motion.
·Rendering Archvision RPC objects is not supported with mental ray. All objects will render gray.
·mental ray field-rendered Lens Effects will be not be in the correct location.
·Rendering with Bucket Widths less than 5 can cause system instability.
MENTAL RAY: DISTRIBUTED BUCKET RENDERING
·Subsurface Scattering (SSS) Materials are not supported with Distributed Bucket Rendering (DBR) in this release.
·When adding a new host to a Distributed Bucket Rendering, close and re-start 3ds max 7 in order for the new host to be recognized.
·Using Remote Hosts Only with Distributed Bucket Rendering (DBR) is not supported in this release.
·Contour shaders aren't supported with Distributed Bucket Rendering in this release.
·When rendering contours using Distributed Bucket Rendering or the command-line renderer, the shader declaration will need to be edited manually in order for contours to render correctly. This correction is needed if contours are enabled in the rendering options. Below is an example of the edits that would be required; the actual shaders or parameter values that are used depend on how they are set up in the scene.
contour store "contour_store_function" ()
contour contrast "contour_contrast_function_levels" (
·Distributed Bucket Rendering does not support a shader assigned to the Dielectric (base) shader's Absorption component. Rendering can cause 3ds max 7 to hang. If you assign a shader to the Absorption component, render locally. (The Dielectric (base) shader is in the mental images base shader library.)
·Merge Animation no longer supports character studio BipedÒ animation. character studio features support the merging of Biped animation.
·When using Merge Animation at the sub-object level, the target object will first need to have sub-object animation controllers assigned to its vertices. Merge Animation does not automatically assign sub-controllers to vertices, CVs or control points. For example, when merging FFD lattices, you must click Animate All before merging lattice control points.
·It is wise to make sure that the target object has a Vertex controller (Bezier Point 3 or similar) assigned to every vertex in its mesh. There must be a one-to-one correspondence between the animated vertices of the source nodes and the target nodes in the scene to achieve predictable results.
·There is a known issue with Groups, which can cause Merge Animation to fail. This sometimes occurs with objects that were once part of a Group but are no longer, leaving a flag for Group membership incorrectly set on the object. One way to clear this flag is to make these objects part of a character (then destroy the character, if desired). Alternatively, in MAXScript this will clear the flag for selected objects:
for n in selection do ( setGroupMember n false )
·Merging MAX files that contain an XRef into the current scene is not advised.
·Merge Animation errors can be avoided by exiting and reopening the Merge Animation dialog, between merges.
·The Save Mapping and Load Mapping functions will operate as expected only if the object IDs in the scene and the source file are not changed in any way from session to session. There is no guarantee that object ID to object name correspondence will be preserved between Merge Animation sessions.
·Some meshsmoothed files using creasing might load into 3ds max 7 with faces that appear to collapse to a point when smoothed. This can happen when some of the edge creases have become slightly corrupt, which causes a problem in 3ds max 7 but not in 3ds max 5. To correct this, run this script in either 3ds max 5 or 3ds max 7 with the file causing the error loaded.
mapped function FixEPolyCreaseErrors theNode =
local theObj = theNode.baseObject
if classof theObj == Editable_Poly do
if (polyOp.getEDataChannelSupport theObj 2) do -- crease data
format "processing node: %\\n" theNode.name
local version = maxVersion()
if version < 6000 then
Fn isNAN val = (classof val == float and val == 0 and val == 1)
Fn isNAN val = (classof val == float and val*0 != 0)
local nEdges = polyOp.getNumEdges theObj
local getEDataValue = polyOp.getEDataValue -- cache function value
local setEDataValue = polyOp.setEDataValue -- cache function value
local modified_edges = undefined
for i = 1 to nEdges do
© Copyright 2016 Muhamamd Saleem Ehsan. All rights reserved.
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