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| General Discussions For general discussions about rendering, animations, walkthroughs and CGarchitecture |
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#1 (permalink) |
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Junior Member
Join Date: Oct 2007
Location: Seattle
Posts: 5
Name: Jeff Brink |
I am new to both vray and max. Whenever I import a dwg into max and then apply a vray material the scale of the material comes in at about 100 times too large. I can scale the size of the bitmap from 1.0 to .01 and it will render properly but then I can not read the preview. I do not think this is the proper way to solve the problem. I would have to alter each material to render my scene. I think the model is just not importing properly but can not find a way to sole the problem. If I create a plane in max and assign the material to the plane then it renders just fine. Any help with this is greatly appriciated.
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#4 (permalink) |
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Junior Member
Join Date: Jul 2005
Location: Atlanta
Posts: 25
Name: Dan Chasteen |
Are you using ADT or plain AutoCAD? First, if your modeling in ADT I would recommend linking to Max instead. If you really need the model to be disassociated with the dwg file I would still link it and then bind it. ADT sets up all uvw maps at 1 unit x 1 unit with the unit almost always being an inch. Therefore your material bitmaps must typically read as something like .018 x .016 in the tile slots to be properly scaled. Near the tile slots is a radio/check button for real world coordinates. Check that and a tile of .018 will change to something like 1'-2". This should make it easier to scale your bitmap tile setting. Adjusting all your tile settings will be easier than remapping all of the AutoCAD objects. You can also reuse the materials for your next AutoCAD project.
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#5 (permalink) |
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Junior Member
Join Date: Oct 2007
Location: Seattle
Posts: 5
Name: Jeff Brink |
I am using Architectural desktop. If I change the tileing to .018 then check the real world coordinates button it changes the tileing to 4'-6". It makes the preview no longer viewable.
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#6 (permalink) |
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Junior Member
Join Date: Jul 2005
Location: Atlanta
Posts: 25
Name: Dan Chasteen |
I was just using .018 as an example and pointing out that when you check real world you get feet and inches instead. Sorry for the confusion.
Once you check real world you need to type in more realistic dimensions for your tiled bitmaps. For example if you have a brick bitmap that is 3 bricks long and 3 bricks high your tile numbers would be 2'-0" long x 1'-0" high. Make sense? |
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#8 (permalink) |
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Junior Member
Join Date: Aug 2007
Location: new orleans la
Posts: 24
Name: ahmon williams |
You should be adding a UVW Map modifier to the objects and instead of changing the scale of the bitmap, you should set your UVW Map to the correct size.
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