3ds Max 2019
from MaxPlus import ClassIds
from MaxPlus import Point3
# Define Sphere geometry object:
sphere_obj = Factory.CreateGeomObject(ClassIds.Sphere)
sphere_obj.ParameterBlock.Radius.Value = 5
sphere_obj.ParameterBlock.Segs.Value = 64
# Create a list of 10 sphere instanced objects:
spheres = 
for i in range(10):
# Move spheres to random positions
for s in spheres:
scale = 5.0 * (random.randint(30,100)/100.0)
3ds max 2019 | V-Ray Next
I decided to do some test renders for an underwater swimming pool scene with 3ds max and V-Ray,
And happily found out that my initial geeky academic approach to the subject was actually outdated and unnecessary.
> look down at the bottom for the correct sample renders.
In this example there is a VRaySun & VRaySky for the daylight render setup and a Caustics calculation to create the light lensing effects on the under water surfaces.
The wrong way:
Having ancient habits in the subject,
I first flipped the water\air surface’s normals so they’ll point down into the water (towards the camera), And set the water material’s IOR to 0.75 ( 1 / 1.333 ) so instead of being an “air to water” material, it will become a “water to air” material.
This produced a non realistic result.
Viewed from underwater, the air surface should have a very dominant mirror reflection at most angles.
The Correct Way:
It seems that in V-Ray nothing special should be setup in terms of the water material.
You don’t have to create a special water-to-air material like I thought at first.
Its a regular water material, and the water surface is facing upwards like it should,
And when the camera is underwater it renders the water surface correctly as an air surface from withing the water.
The pool water material setup:
Note that Affect Shadows is turned off so the surface will generate caustics and not fake transparent shadows, and that Reflect on back side is turned on to produce more detailed reflections.
This produced the following result in which the reflection/refraction look correct but the water is still too simple:
Improved wave deformation for the water surface, added detail using a Noise bump in the water material and a sense of depth with Volumetric Fog:
Finally remembered to activate Reflect on back side at the water material to add more realistic reflection detail, some basic contrast in the V-Ray VFB,
And a shark because I couldn’t help it…. 😀
Steps needed for Maya 3D Paint to work:
- Set a project folder and save your scene.
* If your painting into an existing texture you can skip this step.
- Make sure your model has UV coordinates.
- Make sure your model has a basic Lambert material.
* If you’re using a different material/shader on your model,
Temporarily switch to Lambert just for the texture painting operation,
And connect the original shader with the painted texture map to the surface shader input of the shading group after you’re done painting.
- In the Rendering tab toolbar, Double-Click the 3D Paint tool button to activate 3D Paint and also open its tool settings window.
- Make sure the object is selected.
- In the 3D Paint Settings window, go to the File Textures part,
Choose a material attribute to paint to.
* this would usually be Color because we are using Lambert temporarily anyway.
- Click Assign/Edit Textures to open the Assign/Edit Textures dialog,
Choose a resolution and a file format for the new texture,
And than click Assign/Edit Textures button at the bottom of the Assign/Edit Textures dialog to create the new texture and close the dialog.
* If you already connected an existing texture file to the Lambert shader’s Color input you can skip this step.
- Check Update on stroke and Save texture on stroke.
- Set the viewport to Textured display mode.
- Set paint brush settings.
- Click the 3D Paint tool button to activate it and paint on the model surface.
3ds max 2019
I’ve been operating 3ds max for 20 years and this always gets me by surprise again and again, especially when working with students 😦
In the past, the option to hide/show the Transform Gizmo had a hot key X, and curiously, even though that way it would happen more frequently that the Gizmo would disappear by mistake, when it was X I actually remembered it, and remembered to tell my students to just press X.
The menu command:
VIews > Show Transform Gizmo
I never remember it,
And also, I can’t logically except that it’s a system setting that is kept even when resetting the scene or opening a new file.
3ds max 2019 | V-Ray Next
A quick test of V-Ray Next‘s PBR workflow,
Namely designing materials while previewing them using V-Ray,
Defining the material properties using the new (to V-Ray) Metalness attribute, and using Roughness rather than Glossiness, shows good results IMO.
Results are generally consistent through Blender & Cycles, Maya & Arnold, and UE4.
- V-Ray Next – Metalness
- Metal In UE4
- Fresnel Reflections
Unreal Engine 4.21
To use a ‘Bump Texture’ in UE4, or in more geeky terms, derive Normal data from a supplied height map, use the NormalFromHeightMap Node.
- The height map textured is supplied via Texture Object node and not Texture Sample, and is connected to the NormalFromHeightMap‘s Height Map input.
- A numeric vale is connected to the NormalFromHeightMap‘s Normal Map Intensity input to control the intensity of the resulting Normals/Bump.
Fast way to select every other element is to select a sequence like an edge loop or ring and than choose:
Select > Checker Deselect
This can be very helpful when needing to reduce the resolution of parts within a mesh.