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Ohh well I understand  I will mess with it some more then and thanks any way 
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, polycounter,
862 Posts,
Join Date Sep 2009,
Location Bulgaria, Troyan
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any chance you could impliment a feature so that outputting frames could be done as a single animated .gif file?
would save a lot of time doing it manually in photoshop.
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, veteran polycounter,
4,305 Posts,
Join Date Nov 2004,
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Quote:
Originally Posted by almighty_gir
any chance you could impliment a feature so that outputting frames could be done as a single animated .gif file?
would save a lot of time doing it manually in photoshop.
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There should be lots of solutions for doing this with other software. Paint Shop Pro/Animation Shop used to have awesome gif handling, leaps and bounds beyond Photoshop. A quick google search yields a large number of results.
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I can install and apply the shader, but have difficulty understanding and using the Viewthief to take screenshots.
I am using:
max 2010 sp0 os win xp 32
Will there be more documentation about this other than what is available at
http://www.3pointstudios.com/3pointshader_help.shtml ?
I would like more detail explained about the use of the section entitled 'file name tags' in the help section, and a solution to this error message:
Thanks
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, null,
5 Posts,
Join Date Sep 2009,
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Are any of you 3point Studios guys using Max12 on a day to day basis? I seemingly have discovered some incompatibility.
Thread here (didn't post in here initially as I thought it was something I did).
http://www.polycount.com/forum/showthread.php?t=90816
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, veteran polycounter,
4,607 Posts,
Join Date Oct 2004,
Location Seattle, WA
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Quote:
Originally Posted by james01
I can install and apply the shader, but have difficulty understanding and using the Viewthief to take screenshots.
I am using:
max 2010 sp0 os win xp 32
Will there be more documentation about this other than what is available at
http://www.3pointstudios.com/3pointshader_help.shtml ?
I would like more detail explained about the use of the section entitled 'file name tags' in the help section, and a solution to this error message:
Thanks
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Hi James.
What is it you would like to know about the file name tags? Tags are replaced by paths and other things, and that's about the extent of it, as far as how it works goes.
Do you get the above error message every time you attempt to use viewThief, or does it only happen with certain parameters? Also please make sure you're runnning the most recent version. There was an error like that in an earlier version of viewThief. Just download and install the latest on top of what you already have. The version number will be seen in the material editor window for 3PShader Lite/Pro.
Please also make sure you've installed the latest service pack/hotfix. We can't support anything running on 3ds without those installed as your bugs are likely to be related to 3ds, not 3PShader.
Quote:
Originally Posted by oXYnary
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Saw that your problem was sorted. Yes, all versions should generally work well. 2012 just introduced new default values that are throwing people off.
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I have another one that may again may be Max 12 related.
I can only seem to get the diffuse channel to update in the viewport. All other channels I have to manually go and reselect them from the dialog pop up. The reload button will not work.
Making realtime editing pretty non existent with each change having to go and do this.
I used tga normally, but tried png with same results. A search brought me nothing about this that I could find.
FWIW these are large textures, like 4096 X 2048 with 5 maps per object. Is there something I need to do in max to up the texture memory?
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, veteran polycounter,
4,607 Posts,
Join Date Oct 2004,
Location Seattle, WA
|
helloo
I have question about shadow,
i try get nice hard shadow but i cant do it , any one have any idea ?

Uploaded with ImageShack.us
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, null,
1 Posts,
Join Date Nov 2011,
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Quote:
Originally Posted by oXYnary
I have another one that may again may be Max 12 related.
I can only seem to get the diffuse channel to update in the viewport. All other channels I have to manually go and reselect them from the dialog pop up. The reload button will not work.
Making realtime editing pretty non existent with each change having to go and do this.
I used tga normally, but tried png with same results. A search brought me nothing about this that I could find.
FWIW these are large textures, like 4096 X 2048 with 5 maps per object. Is there something I need to do in max to up the texture memory?
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SUPER! Yet another bug in max 2012. It updates fine in Max 11.
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, veteran polycounter,
4,607 Posts,
Join Date Oct 2004,
Location Seattle, WA
|
I ve been trying to get some support for awhile now with no luck. I had to rebuild my machine and now cant get the shader to reinstall. I read further back that if your install info was like a year and half old it wouldnt work, and that is the case with mine. I ve tried contacting 3point through their website and through private messages here. This is holding up my work as with out the shader functioning it removes the names from the materials
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, null,
8 Posts,
Join Date Dec 2010,
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Quote:
Originally Posted by Ambient Confusion
I ve been trying to get some support for awhile now with no luck. I had to rebuild my machine and now cant get the shader to reinstall. I read further back that if your install info was like a year and half old it wouldnt work, and that is the case with mine. I ve tried contacting 3point through their website and through private messages here. This is holding up my work as with out the shader functioning it removes the names from the materials
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hi, didn't get any private messages (but will ask you for details now), that said there is no time nor machine lock.
edit: Ambient Confusion was helped, things work fine
Last edited by CrazyButcher; 12-01-2011 at 03:23 PM..
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, dedicated polycounter,
1,346 Posts,
Join Date Nov 2004,
Location Germany
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Hey guys, with ViewThief, I'm trying to get it to grab as a square image to do some viewport RTT, but it doesn't want to capture square, only sets the height to the value I input. It doesn't matter if I use AA or not...
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, card carrying polycounter,
2,432 Posts,
Join Date Oct 2008,
Location London, UK
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is there any possibility we could get two options at some point?
1. to have the opacity map separate from the diffuse as an option.
2. to have the gloss map integrated with the specular as an option.
what i mean by that is this:
in terms of functionality, this would allow you to load up a full map into those slots, but checking the opacity option in the diffuse channel, or checking the gloss option in the specular channel would override those map slots in the shader.
the reason i ask is because i often find that i'll be creating my alpha map separate from my diffuse, but when it comes to final presentation i usually use the alpha channel of my specular for my gloss map.
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, veteran polycounter,
4,305 Posts,
Join Date Nov 2004,
|
Quote:
Originally Posted by almighty_gir
is there any possibility we could get two options at some point?
1. to have the opacity map separate from the diffuse as an option.
2. to have the gloss map integrated with the specular as an option.
what i mean by that is this:
in terms of functionality, this would allow you to load up a full map into those slots, but checking the opacity option in the diffuse channel, or checking the gloss option in the specular channel would override those map slots in the shader.
the reason i ask is because i often find that i'll be creating my alpha map separate from my diffuse, but when it comes to final presentation i usually use the alpha channel of my specular for my gloss map.
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AFAIK, the shader is already pushing the max texture call limits on some hardware, adding those sort of options would essentially break the shader on a lot of video cards.
This is a realtime shader, not like your standard offline max material where you can have an infinite number of inputs. So every additional "optional" map costs you, and having multiple ways to load the same map means keeping texture calls open for stuff that isnt in use.
You would be better off just creating a few simple actions to grab your content from a layer group, throw it in the alpha and save it. Then you don't have to worry about it.
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, Moderator,
8,633 Posts,
Join Date Oct 2004,
Location Iowa City, IA
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yeah that's fair enough. i wasn't aware of how the shader worked internally which is why i asked.
cheers EQ.
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, veteran polycounter,
4,305 Posts,
Join Date Nov 2004,
|
Hi there,
Will 3pointshader work with Max 2012's AO feature?
And is it easy to upgrade from the lite version to the paid version? Or must I uninstall the lite version first before installing the paid version?
thanks
GIS3000
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, vertex,
28 Posts,
Join Date Oct 2010,
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yes, the shader works with hardware shading within directX. not the realistic view with nitrous (if thats what u meant).
upgrading from lite to paid is just a separate install. you can keep both installed if you wish.
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, card carrying polycounter,
2,031 Posts,
Join Date Apr 2007,
Location Belmont, CA
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I'm currently using 3point lite on max2012. I've ensured that I'm in Direct 3D mode and it all looks really nice and all. The normal maps really improve in quality!
However, I can't seem to get objects with 3point shader to receive any shadow.
Any solutions?
Thanks
GIS3000
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, vertex,
28 Posts,
Join Date Oct 2010,
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xoluil: Your viewport or safeframe controls the aspect ratio
gir: We've been avoiding options like that as they increase load/compile time on max2009 (same reason there's no toggle for backface culling). We also have to limit the number of slots, like EQ touched on. Other than that we've come to see huge potential for improvement by shuffling maps around, but such changes won't happen for v1.
Thanks Oniram.
GIS3000: With the latest version installed, shadows should work just fine. It should simply be a matter of checking that they're enabled and you have the right material options checked. Get them without without the shader first, to make sure they work at all.
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, polycounter,
993 Posts,
Join Date Dec 2008,
Location Paris, France
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noors: There are two geometric surfaces there. One has light opacity control (I believe using a glow map?), gradually revealing the brick underneath
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Ha it's a fake ! I was expecting some blend modulate voodoo. Thanks anyway !
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, polycounter,
993 Posts,
Join Date Dec 2008,
Location Paris, France
|
Quote:
Originally Posted by Noors
Ha it's a fake ! I was expecting some blend modulate voodoo. Thanks anyway !
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It used a proper blend map and was as fake as any other technique. It's all just about using your imagination to come up with working techniques.
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Don't get me wrong, I'm not criticizing. I just wanted to quickly test an idea for a specific project, and a blend is not what i'm looking for.
Using the poorest engine on earth, i spend my time beeing imaginative, though sometimes i'd like to be just productive...
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, polycounter,
993 Posts,
Join Date Dec 2008,
Location Paris, France
|
Quote:
Originally Posted by Noors
Don't get me wrong, I'm not criticizing. I just wanted to quickly test an idea for a specific project, and a blend is not what i'm looking for.
Using the poorest engine on earth, i spend my time beeing imaginative, though sometimes i'd like to be just productive...
|
What is it you're looking for exactly?
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