Archive for the ‘3ds Max 2011’ Category

This internet-connected day and age opens a myriad of opportunities to connect and communicate with people nearly anywhere on the planet.   I recently provided 18 hours of mental ray training online for the new CG School to people from London to America’s heartland.  In the last few years I’ve also become involved with individuals and companies around the USA that need more focused training and consulting in shorter bursts of two to four hours at a time; training  without the commitment and personnel downtime of a multi-day training session, or the productivity delay of having to wait months for a class to become available, or the drawn-out experience of having to take a 16-week course and deal with the time, travel and delay in learning within a college course entails.

New Flexible Training Opportunities

I’m pleased to announce that my company, 4D Artists, Inc, and I are now formally providing individualized training and consulting in a flexible format designed to give you focused and timely information at a reasonable cost.  This training can be provided online via GoToWebinar/GoToTraining, live at our new facilities in Lake Villa Illinois, conveniently located just one hour from Milwaukee and O’Hare airports,  or training can be provided at your location.

mental ray Training with Jennifer

As you may know I am the author of the highly acclaimed new book “Mastering mental ray” (Wiley/Sybex April 2010 http://tinyurl.com/y94ase4) and an experienced 3ds Max Design/mental ray trainer the college level.   My courses include “3ds Max Level 1″, “3ds Max Advanced”, and “Architectural Illustration”.  All classes feature 3ds Max Design and mental ray.  My mental ray training is based on the thousands of hours devoted to the development of my book, and the tens of thousands of hours of experience gained over the past 19 years using 3D Studio/3ds Max.

Troubleshooting and Consulting

One of the best ways to get targeted training and solve your problems is with consulting on difficult projects.  There are few things as frustrating as needing to hit a deadline and to have your renderings not meet your expectations.   Working with a reseller is often expensive – over $200 an hour in many cases – and there are very few people that have the knowledge and expertise to assist with troubleshooting and training in mental ray.  Unless you pay for separate training you may not get the feedback you need to improve your work in the future.  We can take a look at your scenes (NDA is okay), work through the issues, and give you a summary and any training you desire to learn how to improve future scenes.

Revit, Inventor, Solid Works, and More

These days, whether you are unemployed or just looking to enhance your skills to help improve your value, gaining skills quickly is exceptionally important.  4D Artists can provide your connection to experienced instructors and practiced professionals that can help you to gain the skills you need.

Call Today to Schedule Time

Call 4D Artists today to schedule your training or consultation via GoTo or live.  847-546-3901 or via email at jenni@4da-inc.com

FBX issues with Revit 2011 and 3ds Max/Design 2011

Wednesday, May 26, 2010
posted by Jennifer O'Connor 9:50 AM

When working on multiple machines, or when network rendering, you will most likely experience and issue with missing bitmaps from an imported or linked Revit FBX scene.  As I understand it, a change related to the new Autodesk materials required the developers to place bitmaps into a user’s Temp folder (c:\Users\<username>\Appdata\Local\Temp) and rename maps to seemingly random GUID (globally unique ID) names like “C6488DF3-560C-4420-BFFF-AB5788FF368B.png”.

For a single user on a single machine this may not be an issue, beyond the fact that every time you update the Revit file via the File Link, or re-import the FBX, new files are created. In one recent scene I ended up with numerous copies of the HDR sky bitmap from Revit within the Slate editor, saved over and over again with a new name.   All combined, I now have around five thousand jpg, png and exr bitmaps in my Temp folder, and this from just a few relatively modest Revit FBX scenes.   This functional change also places into the Temp folder the preview images for the individual materials as files called “_ADSK(B679D47).png (for instance), and this is a big part of the five thousand files.

As a work-around for network rendering I’m using my SmartSync Pro software (www.smartsync.com) on my machines to synchronize my Temp folder with a “Net Maps” folder in a shared directory on my server.  Adding that path to my project MXP file (see Chapter 1) allows the remote machines to render without issues.

For users running 3ds Max/Design 2010 you can download the latest FBX plugin from Autodesk at http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=10775855

Initial tests with importing a Revit 2011 FBX file into 3ds Max/Design 2010 shows the geometry looks fine, but there are no Autodesk or ProMaterials materials whatsoever, and all objects have a flat-gray Standard material.

Jenni

Using ProMaterials in 3ds Max Design 2011

Wednesday, May 12, 2010
posted by Jennifer O'Connor 2:45 PM

One missing component in 3ds Max/Design 2011 is the “ProMaterials” series of materials which have existed in recent years.  In 3ds Max/Design 2011 they evolved into the new “Autodesk Material” types, which sport a simpler user interface that will match the UI in other applications like Revit.  The new Autodesk materials also come with an extensive library of over 1200 high-quality materials in the Autodesk Material Library.

The Autodesk materials, despite being functionally very similar to ProMaterials, are missing some important features, specifically the Performance Tuning options, Round Corners and Ambient Occlusion:

ProMaterials settings missing in Autodesk material

With the new Material/Map Browser you can also gret groups and nested groups to hold your libraries and to keep things organized.  Here is how I have my libraries organized at this point:

My Groups and Libraries

My Groups and Libraries

ProMaterials are still useable in 2011 if a scene already contains them, however you can not directly create a new ProMaterial in a scene.  However, you can add a new ProMaterial from a material library.  This file http://www.mastering-mentalray.com/mental_ray/ProMaterials.zip includes a small material library that includes some blank default ProMaterials, one from each category.  Simply open the library in the Material/Map Browser and drag them into a sample sphere or SME view.  If you have previous versions of 3ds Max Design you can also use all of the “Autodesk.Mat.ProMaterials…” libraries that ship with the program.

So, despite the ProMaterials currently missing and some essential features missing from the new Autodesk Materials, you can still maximize your image quality and speed by using the legacy ProMaterials in your scenes.  As an added bonus, these will also “Save as 2010″ correctly and not result in a “missing material” error like an Autodesk material.

Another tip from my friend Eddie Perlberg at Autodesk is to take the Autodesk Material and use the “Material to Shader”  shader between it and a Diffuse Color map input of an Arch & Design material.  This way you have access to the simplified UI of the Autodesk material, access to the wide variety of materials available in the Autodesk Material Library, and can still add Round Corners and Ambient Occlusion to the material from the Arch & Design.

Lastly, you can edit the ‘include’ files found in the folder C:\Program Files\Autodesk\3ds Max Design 2011\mentalimages\shaders_standard\mentalray\include\V2.   These are the files that define the “ProMaterials Version 2″, and in each material is included the section that defines the user interface:

gui “gui_adsk_Mtl_Ceramic_V2″ {
#———————————-
control “Global” “Global”
(
“uiName” “ProMaterials: Ceramic V2″, “category” “Material”,
“viewport_diffuse” “m.diffuse_color”,
“viewport_specular” 1.0 1.0 1.0,
“viewport_shininess” 1,
“hidden”
)

Placing a hash-mark # in front of the line “hidden” will un-hide the material and make it available to you in the material editor.   The line should now read:

# “hidden”

Since the hash-mark causes the rest of the line to be ignored be certain that the word “hidden” is on a line separate from other settings, and separate from the close-parenthesis – some files you edit may be all on one line or formatted different than shown above.

You can download edited files Here.   Be sure to back-up your files before making any changes! You may need to change the security permissions on the folder in order to edit or overwrite files (right-click the folder and choose Properties, Security tab, and add Full Control to the User’s group).

The easiest and most organized approach, IMHO, is to use the ProMaterials material library file provided at the start of this post so that the list of available materials in the Materials>>mental ray category in Material/Map Browser doesn’t get too long, and you don’t need to change any 3ds Max/Design files or security permissions.

Jenni

The “mental ray Seminar” 2010

Wednesday, March 31, 2010
posted by Jennifer O'Connor 10:11 AM

On May 20th 2010 I will be hosting the second annual “mental ray Seminar” to be held at Moraine Valley Community College in Palos Hills, IL.

This is a free event sponsored by Autodesk, Moraine Valley Community College, 4D Artists, and Hagerman.  Additional details and sponsors will be announced as the event gets closer.  If you are interested in providing door prizes, please let me know via email:  jenni at mastering-mentalray.com.

Registration details will follow, and registration is required for the live event.  Hagerman has generously offered to provide GoToMeeting access to attendees worldwide.

The mr Seminar will be based on my book “Mastering mental ray” and we are planning on covering many highlights from the book. The meeting is tentatively scheduled to start at 8am for breakfast and networking, free lunch from 11:30 to 1, and then more seminar from 1pm to 4pm.  Additional networking and socializing time ends at 5pm sharp.

Watch for more details!

New mental ray features in 3ds Max 2011

Saturday, March 27, 2010
posted by Jennifer O'Connor 9:50 AM

There are a few items that are new for 3ds Max 2011 and 3ds Max Design 2011 related to mental ray:

1: You can now access mental ray via string options in MAXScript.  I’ll have an article talking about that in the near future, probably on the site as Bonus material.

2: Rays in Glass/Glazing will now pass through to the environment or a solid object rather than returning black.  Typically, if your Refraction settings in mental ray or for that material were too low, glass objects would turn black.  This is no longer the case.  You do need to have enough refractions so your objects still look correct – too low and the color or refractions will not be correct – but at least your rendering will be relatively okay rather than completely ruined.

3: iray is disabled at the moment.  I have no inside information, but I trust that this is a feature that will appear either as a subscription benefit or certainly if/when there is a 2012 version of Max.

4: Irradiance Particles and Importons now take advantage of Final Gather for improved results. See latest ctrl.ghost plugin page:  http://www.mastering-mentalray.com/index.php?option=com_content&view=article&id=52:ctrlghost-plugins&catid=42:ctimpip&Itemid=65

5: Autodesk has added a few ‘wrapper’ shaders for mi shaders, eliminating the need to edit files to access the shaders:

  • mib_blackbody is accessible as “Kelvin Temperature Color” shader,
  • mia_lens_bokeh is accessible as the “Depth of Field/Bokeh” lens shader,
  • mip_rayswitch_advanced is now accessible as “Utility Color Override / Ray Type Switcher”
  • mia_envblur is the ”Environment Blur” shader.

6: MetaSL shaders are accessible in the new Slate material editor, and you can also export your materials to the MetaSL XML format.  The MetaSL shadersthat are exposed are:

  • Component Falloff
  • Component Reflection
  • Conversion Color to Float
  • Conversion Float to Color
  • Illumination Phong
  • Math Color Add
  • Math Color Mix
  • Math Color Multiply
  • Normals Bumpmap
  • Normals Make Normal, and
  • Texture Lookup 2d.

Autodesk also cites performance and stability improvements in what they call “mental ray 2011″, which is mental ray 3.8.

Jenni

The mr Sky Portal can be used as a true area light when combined with a Custom color shader and by using the mental ray mib_blackbody shader.  In Max 2011 there is a new shader called Kelvin Temperature Color that wraps the mib_blackbody shader and can be used directly, however in previous versions of Max you must first unhide the mib_blackbody shader in order to use it.

The advantages of the mib_blackbody/Kelvin Temperature Color shaders are that the color temperature is in Kelvin, the intensity increases as the area (portal size) increases, and it acts as a true area light. A photometric light works differently, shown on left, and is not like a true area light:

Blackbody vs Photometric Area Light

Photometric Area Light (left) vs Blackbody shader (right)

On the right is a mr Sky Portal using the Custom shader slot and the mib_blackbody shader, and at left is an area light.   As you can see the photometric area light acts more like a point light with bright illumination at the center.  The blackbody version has even illumination along its length and a more natural brightening in the middle.  The teapot is also glowing with the mib_blackbody shader.

Before you can use mib_blackbody in Max 2010 and earlier you must first unhide the shader.   However in Max 2011 there is a new shader ‘wrapper’ for blackbody called “Kelvin Temperature Color” that you can use directly. Below is the new shader shown in the Custom shader slot of the mrSP:

In 3ds Max 2010 and older, advanced users can enable additional shaders to use with the mr Sky Portal by editing both the [B]base.mi[/B] and [B]base_max.mi[/B] files in Notepad.

The files are located in the:

c:\Program Files\Autodesk\3ds Max 2010\mentalray\shaders_standard\include

…folder on a typical 3ds Max installation.

In base_max.mi, find the text gui_mib_cie_d, and place a hash mark (#) in front of the hidden declarations for that item and the next, the giu_mib_blackbody. The section should look like this (extra spaces and tabs are missing it seems):

gui “gui_mib_cie_d” {
control “Global” “Global” (
# “hidden”
)
}

gui “gui_mib_blackbody” {
control “Global” “Global” (
# “hidden”
)
}

In the base.mi file, find the text Light utils, and add a comma, a space, and the word texture after the words apply light in two locations. It should now look like this:

.
#——————————————– Light utils

declare shader
color “mib_cie_d” (
scalar        ”temperature”,
scalar        ”intensity”
)
version 1
apply light, texture
end declare

declare shader
color “mib_blackbody” (
scalar        ”temperature”,
scalar        ”intensity”
)
version 1
apply light, texture
end declare

Restart 3ds Max to accept the changes. For the Custom Color Source in the mrSP, you can now choose the mib_blackbody (or mib_cie_d shaders if also unhidden) to provide you with controls for color in Kelvin and intensity in lux (candela per meter squared). You must first drag the map from the command panel to the Material Editor in order to edit the settings. The smallest color value for the blackbody shader is 1000K.

You can find more information on using the mib_blackbody and Kelvin Temperature Color shaders in Chapter 3 of “Mastering mental ray”.

Jenni

3ds Max 2011 Announced

Sunday, March 14, 2010
posted by Jennifer O'Connor 2:48 PM

If you have not seen the news yet, 3ds Max 2011 has been announced by Autodesk.  See Ken P’s blog at:  http://area.autodesk.com/blogs/ken/3ds_max_2011_announced The software was also demonstrated at the Game Developer’s Conference (GDC) on March 11th through 13th.  There are a lot of new features in Max, but also a lot of new stuff for Maya and Softimage 2011.  Those videos will be available soon on www.area.autodesk.com

I can’t discuss anything beyond what has been released so far, and as I understand it 3ds Max Design 2011 will be announced at a later date.  Being involved with the alpha, beta and release candidate (RC) versions of the software is an interesting process.  It is fun, of course, to hear about the new details being introduced into the software, and it is also interesting to hear some of the reasons things are the way they are.  Suffice it to say that I think the developers are fighting the good fight to get you the reliable tools you need to get the job done, and to get the resources to get the development accomplished.  It isn’t always what a particular user might like, but the world is full of compromises.  There is never infinite resources for the things we want to see accomplished.  I think with this release people will see things start to come together, and the Excalibur information Autodesk released helped to explain the path they are taking.

I like to see them bring in tools from other developers, and the new Slate Material Editor (SME) is a welcome addition.  Based on the Node Joe editor, it is one tool that saw a lot of internal development from Autodesk; it wasn’t a simple drop-in.  Since it was continually changing during the writing of the book, Chapter 2, “Materials and Maps”, was a bit of a moving target and saw a lot of revisions in the many months I worked on the book.  The final release of Max has a couple subtle differences, and I’ll see if anyone notices.  :)

My opinion of the SME is that it will greatly help people at all levels create and manage materials.  It will particularly help new users that are typically confused by the way that you navigate materials and maps in legacy Max; the user adds a bitmap to a material and the UI switches to the bitmap settings, and they don’t know how to get back to the parent level or where they are and why their settings disappeared.  Hopefully they will eventually find the Material/Map Navigator button, or the Up To Parent button, but I have dealt with a lot of new users that have a very hard time getting their head around the editor.  With the SME everything is visible and you see the connections between maps and materials.  Much better, IMHO, and a targeted response by Autodesk in improving workflow.  The Excalibur information promises more node-based workflow in Max, so the next few years will be exciting times in the Max world.

Another feature that has been announced is the Quicksilver rendering engine.  This is a GPU-based renderer and a pretty cool tool.  Do not expect it to run well on old and/or low-end graphics cards.  A newer card with 1gb of memory (or more) is likely to give you the features and speed that you are expecting from the renderer.  It isn’t mental ray, but for many scenes and on the right hardware it can burn through images pretty quickly.

The new functionality of Containers is another welcome addition.  I have been slow to warm up to containers, I’ve had a few issues, however the new ability to make local ‘reference-like’ edits to the objects may sway me into using these more often.  The XRef Scene functionality is what I  typically use when importing and sharing external geometry.

Ken mentions “Viewport Display of 3ds Max Materials”.  Each new release of Max has brought additional functionality to the viewport Hardware Shading functionality, and this is an area of serious development at Autodesk, as is the Quicksilver renderer.  The better your video card the better it works, and a nice game-rated card gives an excellent preview of your rendering  in the viewwport.

3ds Max Composite, based on the Toxik application, is another welcome addition.  In Chapter 10 “mr for Design” I cover a few basics for compositing an image, however Composite is a big application and spending some quality time with the introduction tutorials, and going over the training DVDs from Ken LaRue’s company www.thestreetproductions.com will give you a firm foundation for effectively using this program.  I still use Combustion but as I move from PNG and RPF files to OpenEXR using Composite will be essential.  The only drawback to Composite is that it shares a license with Max and only runs on the same workstation as Max; you can’t run it on a separate workstation from Max.

Ken P’s 3ds Max 2011 announcement makes mention of “mental ray 2011″, which is mental ray 3.8.  I understand that Ken mentioned on CGTalk that iray is not going to be included with Max 2011 or any mr3.8 Autodesk applications, and I believe that it really comes down to keeping only production-ready tools in the program.  The iray application was still in development when the 2011 features were set in stone an completing the current toolset was the focus.  I hope that it will come out as a subscription benefit down the line, but Autodesk does not tell the beta testers about their future plans and I have no inside information.

One very cool addition to Max 2011 is the ability to control mental ray via string options.  For instance, in MAXScript, you can perform a few options to access mental ray and then send a character string such as:

“importons” on

…to enable that feature.  I will most assuredly have more on using mental ray strings here on the web site, and I’m working on a few things now to help optimize your mental ray settings.

As far as Importons and Irradiance Particles, Max Tarpini will be coming out with a new plugin that is compatible with Max 2011.  Although Max 2011 is plugin compatible with plugins for Max 2010, mental ray has changed and so must Max T’s plugin. The Max 2011 ctrl.ghost plugin shipping with the book worked in earlier betas but broke at some point.   You can access my information on the ctrl.ghost plugins at:

http://www.mastering-mentalray.com/index.php?option=com_content&view=article&id=52:ctrlghost-plugins&catid=42:ctimpip&Itemid=65

I’ll be adding an article on the updated ctrl.ghost and mental ray functionality once 3ds Max/Design is released.

Jenni