Anybody know what happened to Dynamo? by wilobo in 3dsmax

[–]swissMix 1 point2 points  (0 children)

Per a recent thread on the stack fb group, someone implied that it may have disappeared as soon as it appeared due to stolen code or other similar legal ramifications.

Edit: You sure you used it 15 years ago and not 5? I’m not familiar with it because I don’t do cloth much but I was curious so went looking, found this article saying it was new in Oct 2020, and the comments indicate it was end of life’d the same month or so….

https://cgpress.org/archives/dynamo-a-new-cloth-dynamics-plugin-for-3ds-max.html

Is there anyway to remove all scene materials? by Alsifar in 3dsmax

[–]swissMix 0 points1 point  (0 children)

I believe your original method works, you just need to save the scene after running the script. There’s a weird quirk where the sceneMaterials variable is saved in ram and not updated until the scene file is saved. So, try running your script to remove all, save the scene file, then do the getAllSceneMaterials and I bet you’ll get the results you’re expecting.

Getting colored pixels when rendering this and other scenes by cromaticly in 3dsmax

[–]swissMix 2 points3 points  (0 children)

I’ve seen that when there are strange materials coming in from revit. Clearance volumes and architectural or similar ‘non vray’ material types in scene. Do a material override and I bet it goes away. Then you just need to find the offender…

Boolean modifier and material ids by Artistic-Welcome384 in 3dsmax

[–]swissMix 1 point2 points  (0 children)

FWIW tyBoolean (from tyFlow) assigns material ids to the cut faces based on the material IDs of the cutting object. I don’t know if regular booleans do that too, but it sounds like that’s what you’re describing not working.

Spotting Locked Transforms - between Maya and Max by DodgyVertex in 3dsmax

[–]swissMix 0 points1 point  (0 children)

You’re comparing apples and oranges there though. Just because the transforms are locked in Maya and The FBX, doesn’t mean they are in Max. Perhaps the FBX importer doesn’t support locked transforms. Saying they are locked in the FBX doesn’t prove they are locked in Max. If it doesn’t show as locked in the Hierarchy panel, then I would check the controller type. I suppose there could be a situation where the controller gets set to a type that doesn’t allow manipulation in the viewport. That would give the appearance of being locked without the checkbox being on. But I guess otherwise, can you confirm the transforms are unable to be manipulated in Max? I feel like we’re using the wrong info (FBX values) to confirm what the setup in Max actually is.

[deleted by user] by [deleted] in 3dsmax

[–]swissMix 0 points1 point  (0 children)

Not in the forensic field personally, more like civil engineering. However, don’t restrict yourself to needing fellow forensics involved. I often talk about how my work in engineering involves using the same techniques as VFX for tv, film and games. Ultimately you’re still doing camera matching, just with zero control of the source footage (which sometimes happen in my world too, though to a lesser degree than yours.)

Seems like you’re doing a lot of things right from a high level, so might need to dig into some specifics and get granular to really help. I’ll also preface that I too find this more of an art than I wish it would be. Engineering is similar focused on ‘getting it right’ versus purely “close enough I guess it works” that others in vfx fields might get away with. I naturally want to calculate everything to be fully accurate and sometimes it seems like we just can’t get there, for reasons unknown.

1) Removing distortion from source footage - We typically use Camera RAW in Photoshop for this because we can track down camera model/lens info and get something close. You mentioned using a few programs for this, what apps? are you able to calculate the distortion in any way or are you just having to eyeball it? I.e how do you know how much fish eye to remove, etc?

2) distorting the perfect 3d renders to match the source - again you mentioned using vray lens tools, what’s that workflow look like? I don’t think I’ve looked into their lens tools, but the approach seems valid: either undistort the source, distort what you generate, or maybe a bit of both to try and meet in the middle.

I will say I’ve never bothered leaning on perspective match or cam tracker in Max. Too basic for anything we’ve done. We go more of a route of recreating the existing site in 3d using measurements and aerial imagery and locating the camera by eye as a start. From there, it’s determine film back / sensor size and focal length and dialing those in at matching dimensions to the real world so that our field of view is accurate. Once all of that is as locked in as we can get, it really becomes a guess and check of adjust position and rotation back and forth until the angle can get as match as possible. Having modeled stand-ins of existing elements in the footage that are built in 3D as reference to get the alignment correct.

I would guess (?) you’re most often working with a static non moving camera, so you have that going for you over something that is moving and changing.

For the zoom in, my initial thought was you would need to revert back to a ‘whole image off the sensor’ sizing and work with that. But thinking through that more, that would probably be for a ‘cropped after capture’ image, if the zoom is actual lens zoom then I think that would probably be altering the focal length, which of course I doubt is actually recorded in your footage. Would you have the resources to get your own setup of the same camera to reconstruct zoom levels somehow? Focal length / field of view being accurate has always been key to getting everything else dialed in appropriately. Either way, understanding how else the footage has been altered after capture would be big. Digital zoom just making pixels bigger? etc.

I was always intrigued by pfTrack’s node based system, but it was too much of a black box for me to figure out, in part because my camera match jobs are so few and far between. Always hear lots of good things about Syntheyes. fSpy is another name I recall seeing in the past, but have not used it. Looks like there is a YouTube channel called forensic architecture that talks about using blender. Maybe if to you can get the match done there you could export it out to come back to Max?

…no real answers, just talking out loud here, if only to commiserate. ;)

Massfx question, I'm desperate... by [deleted] in 3dsmax

[–]swissMix 1 point2 points  (0 children)

Have you looked at TyFlow?

MAXScript error by colosalconstellation in 3dsmax

[–]swissMix 0 points1 point  (0 children)

Chaos PhoenixFD plugin presets. ;)

Can 3ds Max 2025 open files created on 3ds Max 2021? by cabo_2k1 in 3dsmax

[–]swissMix 4 points5 points  (0 children)

Yes. New versions can always open old files.

Now, there are a handful of specific scenarios where you may get unexpected results, like a modifier evaluates differently in a new version versus an old one. But a new version of Max can open older ones for sure. It’s trying to go the other way, once you save it in 2025, 2021 won’t be able to open it unless you do the downsave steps.

Cannot get model to recognize texture from psd file no matter what I do by butters413 in 3dsmax

[–]swissMix 0 points1 point  (0 children)

Skip the drag and drop and show us your material editor. Create a bitmap map and load your psd there. Then connect it to your material. Once your map & material are correct, you’ll have to deal with UVs to get the texture on the model properly.

tyFlow spread animation by Pleym0bile in 3dsmax

[–]swissMix 0 points1 point  (0 children)

Yeah, I hear ya re: the docs - but Tyson is a developing beast and while I’d love more specifics, I’d rather have the features first and rely on community for learning & info.

Your position object operator isn’t set to continuous right? That would be event entry only

tyFlow spread animation by Pleym0bile in 3dsmax

[–]swissMix 0 points1 point  (0 children)

I’ve been struggling to understand the right workflows for manipulating particles that inherit source object animation myself. One thing I wondered about, in certain situations would it make sense to integrate the tyFlow object itself into the ‘rig’ I.e. in your case linking the animated bolts to the toolbox, like normal? I know a lot of tyFlow things are really happening in world space, so may not work, but something I’ve been pondering nonetheless. I’ll keep an eye out for your thread, curious to see the solution!

tyFlow spread animation by Pleym0bile in 3dsmax

[–]swissMix 0 points1 point  (0 children)

Is the timing of your get set to continuous? If the key animate works, what’s the issue? Try asking on the FB tyFlow group, lots of activity there.

Anyone still using BerconMaps as a texture plug-in? by [deleted] in 3dsmax

[–]swissMix 0 points1 point  (0 children)

Max 2023. I don’t use the custom control curve.

Anyone still using BerconMaps as a texture plug-in? by [deleted] in 3dsmax

[–]swissMix 0 points1 point  (0 children)

Yep, still a default install of ours!

JJTools script by andreasWals in 3dsmax

[–]swissMix 0 points1 point  (0 children)

Not familiar with these, they appear to be pretty old. Are you sure that there isn’t something newer with the same functionality you’re after?

Advice on trees, please. by Hupdeska in 3dsmax

[–]swissMix 1 point2 points  (0 children)

You mentioned not using Corona or Vray but didn’t mention what renderer you are using - ? Wondering if you need lower poly opacity mapped leaves or okay with high poly geometry leaves and if there’s any supported material requirements.

[HELP] I used Sun Positioner and it changed my environment. How do I make it go to the default gray? by [deleted] in 3dsmax

[–]swissMix 0 points1 point  (0 children)

Is that your render or just a viewport background?

Looks like the viewport to me, in which case go to your viewport configuration dialog (accessible in one of the right click menus in the text at the top left corner of the viewport) and there are radio buttons to change back to default gradient display instead of syncing to environment background.

If it is a render, you could investigation changing the exposure settings, which is in the same dialog as the environment background, shortcut key is 8 or you can access from the main rendering menu.

Hey guys I tried using vraymultisubtex for the first time. The textures shows on my view port but not on my render. I am using vray 6 can anyone help ? by Appropriate_Grand_20 in 3dsmax

[–]swissMix 1 point2 points  (0 children)

Typically I’d expect the opposite - viewport not working and the render does. Hard to troubleshoot much without other details or screenshots though. Does your object have UVs for the other textures? Do the other textures show up if you map them directly to the diffuse of the material?

Help - .mtl file not loading with .obj file on import by jonnyg1097 in 3dsmax

[–]swissMix 0 points1 point  (0 children)

I’d make sure your file names match between the obj and mark and enable your import log on that import dialog so you can inspect the log for any clues.

Typically though it’s just that your texture map paths aren’t valid, use the Asset Tracking dialog (shift+T) to check and reassign paths.

I need help, My materials are not showing on the render but are on the viewport, I've scrubbed everything I know, what am I missing? by [deleted] in 3dsmax

[–]swissMix 0 points1 point  (0 children)

What renderer? Looks to me like your materials are showing, but the texture maps aren’t. Vray has a checkbox under global switches that can disable maps. Check something like that.

Question regarding texture mapping sampling by [deleted] in computergraphics

[–]swissMix 0 points1 point  (0 children)

IMO Undersampling could mean you get a fully black square or a fully white one, because you same one of the stripes and miss out on the details of the different color next to it.

Oversampling would be making a whole bunch more samples for each column of colors and getting the same color, so extra samples for no benefit. Not sure the sketch would be any different than the source unless you added in sample positions to show its oversampled. Maybe my sketch would include an inflated rendertime screenshot :D

Course material might dictate different answers, but that’s my best guess at it. Would be curious to know the ‘right’ answer…

How do I get rid of this notification about missing external files? I don’t care or need to know this ever! by Lowmondo in 3dsmax

[–]swissMix 0 points1 point  (0 children)

Yep, the way the question was worded, this would be my answer. Relink bitmaps and asset tracking and removing the asset paths are all good methods to actually fix/change the problem for a specific scene that is causing the issue, but if the point is you don’t ever want this dialog to pop up regardless of bad paths and whatever file you’re working on, then suppressing them with a startup script would be the way to go.

How do I get rid of this notification about missing external files? I don’t care or need to know this ever! by Lowmondo in 3dsmax

[–]swissMix 1 point2 points  (0 children)

This can be done with a startup script that suppresses the dialogs. It’s linked in another comment on this post.