Exporting "Render to textur" from 3Ds max 6
Hi!
Got thise problem. Did a RTT (Render to texture) so I could
use my lightningsets and shadows. When I try to export to w3d
max´s say : Non standard material type detected - Your
material settings may be ignored.
And trust me, they are. Any one knows why? And maybe how to
work around thise one?
Thank You!
yes i did....strange err im getting....
Do you use :
Save source -> Create new baked ->Standard material
Blinn
??
Similar Messages
-
3D model plus material from 3Ds Max or Adobe 3D Toolkit import to Acrobat 3D
Hello Forum
We have been looking through the forum but could not find the topic yet. Hence I am writing to maybe find an answer to our little issue. We are coming from the corrugated printing industry and attempt to provide our customers with additional 3D models in PDF for approval.
So far we have turned the keyline (aka folding pattern) into an accurate 3D model using 3Ds Max. Placing the artwork (logos, barcodes, text etc.) into the right position works as well in 3Ds Max. However when exporting from 3Ds Max and then 'Creating PDF from file' in Acrobat 3D, we lose the 'material', i.e. the artwork and just succeed in importing the 3D model. We have tried all format exports from 3Ds Max but cannot import the artwork. Do you have any idea?
Alternatively, we have tried to use Adobe 3D toolkit to create the 3D model but are not able to place the 'material' into the exact position we require in the 3D model. Maybe there is a better way?
Thank you for any help or suggestions.
Ab.Hi Abraham,
A few short answers to your specific Max questions (better late than never, I hope):
1. Is there a plug-in or special process to turn a 2D keyline (folding pattern) into a 3D model using 3Ds Max?
Sounds like this something that could be done using a basic spline. If you are new to 3DS Max, try looking into splines, as well as Compound Objects>Loft. The loft tool utilizes two elements; a loft path, usually just a line of some fashion, and the shape of loft, which can be any 2d shape drawin in max. Search for Loft object under Max help.
2. What would be the best way to map the artwork belonging to the keyline onto the 3D model?
Mapping can be complex, however, there are some nice techniques to use given the time taken to learn. Baking textures would be my suggestion to you; a baked texture is essentially a 2d redering of your model which is created through Rendering>Render to Texture. This will render out a 2d baked map of your object, including lighting an environmental elements. Save as a.tga, and you can then import you 2d baked texture into other design progs and use it as a texture mapping template; allowing you to add design elements, details textures, etc. to specific areas of your model's texture. Once finished working with the texture design, save as a .tga, then re-import your modified .tga into Max via Utilities Tab>Asset Browser, apply your modified .tga to a material sample in the Material Editor, and apply to your model.
That's the basic procedure. For details, search 3DS Max Help for "Render to Texture" and "Backed Maps".
Hope that points you in the right direction,
~Chipley -
PNG Renders from 3Ds Max turn pale when placed in InDesign , Why?
Hello.
When I place my renders from 3DS Max 2010 in Adobe InDesign CS6 with OS Windows 7 they become pale, even when exported as a PDF. I have tried Googling solutions but this keeps bringing up transparency settings.
I know this information is vague but I do not know what other information is needed.
Does anyone know why this is happening or a solution?
Thank youYou'll have a difficult time finding many people who place PNG files directly in InDesign.
That said, here is something you should check out. There is a setting for Applying Gamma Correction in the options when placing a PNG file. It was posted as an obscure feature in the most recent InDesignSecrets.com podcast:
http://indesignsecrets.com/watch_listen/indesignsecrets-podcast-204
Worth checking out to see if that might work. -
Color management - going from 3ds Max to Photoshop
I'm trying to develop a workflow for bringing renders from 3ds Max into Photoshop, and having them look the same in both programs. The issue is that Max isn't color managed, so things can shift.
There's a good article on the subject here:
http://www.artstorm.net/journal/2009/07/color-management-wide-gamut-dell-2408/
So, to repeat what Johan is describing in the article, here's a test I've been doing:
- Put my dell U2410 monitor in Standard mode (which is wide gamut)
- Set the monitor profile to Dell U2410 D6500 (the monitor isn't calibrated yet; I've just been using this profile for the tests)
- Create a scene in Max, and tweak the render so that the colors look correct to me in this non-managed setup
- Save the image
- Open the image in Photoshop (with working space of sRGBIEC1966-2.1), which of course gives the "missing profile" message
- Now, if I'm understanding Johan correctly, if I assign that Dell profile, the image should look identical in Photoshop to what I saw in Max (because I'm assigning the profile that was in effect at the time of creation). And if I assign the Working RGB (sRGB...), I should expect to see the brighter colors become desaturated, due to the smaller gamut.
So...what's the problem? Well, sometimes I get those exact results consistently...assign the Dell profile and it looks corrrect; assign the working sRGB and it's desaturated. But other times, for no apparent reason, I'll get different results: Assign the Dell profile and it's OVERsaturated; assign the working sRGB and it looks correct (i.e., exactly as it does in Max). Things have been in that weird state for the past few hours...I keep getting those same wierd results...earlier today I would consistantly get the results as predicted by the article. Yesterday it was the same thing...it shifted back and forth a few times between working and not working...nothing changed as far as I can tell.
Any ideas what's going on?I think this is overcomplicating it, and with a quite a few stumbling blocks on the way.
To name one: using the monitor profile in the document accomplishes only one thing - turning display color management off in Photoshop, thus reducing it to the same non-color managed state as 3ds Max. Since the two profiles are the same, no change happens, and you just get what's known as a null transform. IOW you gain nothing and lose a lot.
The two will be consistent - and both wrong. That's why this is never recommended.
Now this is important, so pay attention: If you do this with the Dell in native wide gamut mode, you will be scr*wing up your files beyond recognition. Take that file into a properly color managed scenario, and it will be miles off.
I think the only workable approach in this case, since you have to use software that isn't color managed, is to put the monitor in sRGB mode. There's just no way you can work with a wide gamut display in this scenario and keep your sanity. Or, as I suggested in an earlier post, sell it and get a standard display.
For this to work, you need an sRGB-type monitor profile. That can be straight up sRGB for "close enough", or a calibrator-produced profile made with the unit in sRGB mode. That would be better for Photoshop, for 3ds Max it doesn't make any difference because it'll just ignore the profile anyway.
EDIT: I should add, just in case it's still unclear, that the reason sRGB "works" in a non-color managed setting while other profiles and color spaces don't, is simply because that's the way an average monitor displays. The Dell U2410 is not an average monitor. If we all had U2410s, and I mean everybody, then Adobe RGB would have been the consensus standard. But we don't and it's not. So you have to play by the majority rule. -
Sometimes CS6 don`t let us paint/draw on some IDs of a 3D Model (DAE imported from 3Ds Max) without any Reason. Is there a Shortcut for freezing IDs on 3D Models?
We didn`t had that Problem CS4. Its happening without any Reason. While we are painting Textures on a Model its suddenly "freezes" the Polys with certain IDs. The IDs where putted in 3ds Max. Anyone know this Problem or may have a Solution for this? We tried a lot but couldn`t find a Solution. The only Thing we can do is reimporting the 3d Model again. Than it will work for a while till this Problem comes up again.
HELP! thanks.Sometimes CS6 don`t let us paint/draw on some IDs of a 3D Model (DAE imported from 3Ds Max) without any Reason. Is there a Shortcut for freezing IDs on 3D Models?
We didn`t had that Problem CS4. Its happening without any Reason. While we are painting Textures on a Model its suddenly "freezes" the Polys with certain IDs. The IDs where putted in 3ds Max. Anyone know this Problem or may have a Solution for this? We tried a lot but couldn`t find a Solution. The only Thing we can do is reimporting the 3d Model again. Than it will work for a while till this Problem comes up again.
HELP! thanks. -
RPF Camera does not match the scene from 3DS Max or Maya in AE
Hi, since I've been trying to integrate 3D with Motion Graphics, I've had trouble. First I read in VideoCopilot's website that I can import 3D cameras into AE, but when I first tried in AE CS6, right clicking on the RPF sequence layer (with the ZDepth info included), the camera was never imported, and never created a new camera layer.
Then I tried in CS5.5 and from 3DS Max 2013 the camera was succesfully created but it's movement did not match the imported scene, because when creating and positioning some 3D layers, they did not stick correctly to the scene, and they never looked integrated. So it's a pain trying to make them match.
So I also installed Maya 2008 and followed this tutorial (https://vimeo.com/32726702) with a locator for the scene, then saved it as a Maya ASCII, and again when trying to match the camera inside AE with the scene's camera, the movemet of the camera imported was again strange and the 3D layers did not stick correctly to the imported scene. Of course I know I have to position the 3D layers, and I get them to be in the camera sight.
I need some real help because I've tried many times and asked a friend who knows of Maya and 3DS Max, but he could not help me neither inside AE. Again, the importing of the RPF in CS5.5 works fine, but the movement of the camera just doesn't seem to be right what I need.
Thanks for any help.Cameras in RPF files must be embedded accordingly. Just because it has depth data doesn't mean there's camera data as well. I'm sure there is some simple check box somewhere. The rest sounds like mundane scale and coordinate issues because you do not set up your 3D scenes properly, but that's impossible to tell for certain...
Mylenium -
Hi there, it's me again if anyone remembers -- :-P Another
exporting problem between Max and Director. This time it's a
skinned model, with animation, and the animation isn't playing
correctly. Or perhaps you could say it's playing half-correctly,
since the left side of the model is perfectly skinned, and the
right side -- er -- not.
Screenshot
here.
It looks to me, as if for some of the bones on the right hand
side (left as viewed here, from the front) the transformations seem
to be doubled up or distorted, judging by the fact that the model
looks fine on both sides in its .
home
position. The animation also looks fine in 3DS Max.
I'm guessing the Mirror tool I used to create the bones is
what's causing the problem, but how to undo it? P.S. This model is
skinned using the Physique modifier.
EDIT: I've just merged in a completely different model and
got the same thing - left side okay, right side garbled. Surely
this can't be an uncommon problem? If anyone has any insight at all
I'd love to hear it, since I'm on a really tight schedule...Did you try setting the max export setting Animation Options
> Sampling Interval to 1? And also setting Geometry Quality and
Animation Quality to 100.0? -
Hello. I am using 3ds Max to make some models for use in
Director (Shockwave). The problem is that I have my material tiled
to 3x3 and Environ checked (both in the Material Coordinates). That
makes my terrain have small cobblestones instead of huge circles.
But to export it to W3D I have to bake the texture and then use an
Unwrap UVW modifier. However, when I do this, the Tiling is now 1 x
1 and the Environ is ignored. Is there any way to bake my texture
exactly as it is? Thanks for any help on this!thanks for the reply
Yeh i have played with the settings and materials, i geta
very strange error "non-blinn shader used, may not export material
correctly" however i am using blinn materials within max so that is
also strange.
I see, so reactor is prity pointless for this situation,
thanks for clarifying!
I am using 3dpi -
Sockwave Exporter for 3DS Max 4
To acquire the swd_exp.dle file that is needed to export .w3d
files from 3ds max 4 (seeing as the link to the discreet site
doesn't work ) - follow the link below.
Extract the sw3d_exp.dle file and place it in the £ds
max 4 plugins folder - don;t rename the file - it works fine.
www.cadalyst.net/extras/plugins/MaxImport/Max5/3ds_max_r4_exporter.zipHi!
I tested and I bought a PC.
I mean, there is no major problem using the Macbook, but its a lot more expensive and I need processors working.
I used the 3Ds Max obviously via bootcamp and it worked fine. But you must remember that the F keys must be pressed with the fn key, so the delete key, too (the delete key in mac is actually a backspace key and does not work properly, you must press fn).
The problem I had was with retina graphics. The screen gets resized (I tested with a 13 inch - 2560x1600, and windows works with 1920x1080, something like this), and the pixels get stretched. This definetely bothers when rendering, you can't see the details. Even Maya in OS X have the same problem (since its not updated to retina yet), you have to save the image from the frame buffer then open in Preview to see it not stretched. In Windows does not work to do this (as the screen gets stretched), so its pretty messy work with 3DS Max, unless you use an external monitor.
I will only get a Mac again (the new Mac Pro is amazing) when 3DS Max be supported, unfortunately. Its pretty annoying use bootcamp and switch between OSs every time.
Another thing I thought about using is Parallels. Its works fine, till you need to render something (even some little previews), so forget about it, unless you have a super Mac. An quad core 3rd generation i7 did not handle it well.
Hope it helps! -
Rotation Problem on 3DS Max 7 Scene Export
We have been experiencing some anomalies with animations
exported from 3DS Max 7. We have a set of linked groups that are
animated along a path and some of the groups also have rotation
keys. The path animation is always fine, but the rotations will
sometimes stop short of their destination (even though the key
exists in Max and it plays properly in Max). If the object happens
to stop rotating before the timeline finishes, the object will
continue, very slowly, to rotate to it's final destination by the
end of the timeline.
Our animations are primariliy of vehicles, and most of the
problems occur with tractor-trailer vehicles where the trailer is
linked to the tractor - so on a turn the trailer never completely
straightens out. Any ideas?Thanks, sws (sorry didn't catch your reply earlier)...
It's not so much my own learning how to control rotation of the object I'm concerned about (though I can't imagine ever coming to see this type as preferable!) but that a non-3d-literate recipient of my 3dpdf would be confronted with something they had no control over and simply not have the time or patience to persist with.
As to your saying other methods would make seeing the whole object difficult or impossible, I just don't see that. Looking at any of the Kaon examples shows how really simple - and intuitive - this can be.
Incidentally, I'm now wondering what are these other types of rotation you refer to? Other types within A3d? How can they be accessed?
EDIT: I'm thinking I maybe didn't describe the difficulty too well (always find it hard to put 3d transformation into words!). As you see, the Kaon objects do "turn on all 3 axes" but are "grounded" - ie as if attached to a fixed plane and do not simply drift around like an astronaut's toy!
Sorry can't explain better.
My thanks for your time...
Glenn -
Camera tracking / workflow question with 3DS Max....
Hi guys,
I have a general question about workflow using After Effects and 3DS Max....
Scenerio:
I have a virtual news set in 3DS Max to composite in the greenscreen footage. The footage has everything needed for tracking - markers and so on. After tracking the footage, I want to use the tracking from the footage, plus incorporate some camera moves from 3DS Max when the talent is 'behind the news desk'. Kinda like doing an 'orbital dolly' move to pan across the set. In After Effects, how would I merge the existing camera tracking from the original footage and then merge the panning camera moves from 3DS Max?
Thanks.
JasonYou will need a 3D track/ matchmove. Once you have, you should not ahve any problems importing teh result in both programs. SynthEyes etc. support a ton of export formats. For everything else a simple 3D export from MAX using relevant scripts/ plug-ins should suffice or you simply could use your keyed footage as a texture in MAX.
Mylenium -
Off topic - 3ds max 9 and 3ds files
Hi I'm wondering if there is any way to add materials and colors to 3ds files. If not how do you export the textures and materials to be added later?
I've got the loader Inspector3DS/Loader3DS and I can't import any material or anything other than the geometry of the model from a 3ds file (need to add the colors and lights in java). Maybe .3ds files isn't the best approach, but is there any loader for .max files? I'm new to Java3D and really need help. What I want is to import a model get it to show, maybe add some directional lights but I still want the main configuration from 3ds max like the materials (as posted above).
Summary:
Export model with materials/color (.3ds)
or
Save .max file
then
Import model with materials (.3ds)
or
Import .max file
Show it on screen (this works now if I add lights in java)
//Thanks ConsiderateHi all,
I received a response from the tech development side of
Autodesk on the Max 9 and
Shockwave 3D issue.
The reply was a little different to the one I posted before.
I have been told it was
not a mistake but an incompatibility with the higher bit
functionality of Max 9. So
that's why it was removed. But it is temporary.
Was told:
"This problem has been flagged and is currently being worked
on.
We will have some service packs sometime in the near future.
Cannot disclose a date
at the moment."
regards
Dean
Director Lecturer / Consultant
http://www.fbe.unsw.edu.au/learning/director/
http://www.multimediacreative.com.au -
Exporting COLLADA in 3ds Max from body objects (SATs)
I work with SATs that are exported from Solidworks and imported into 3ds Max Design 2013, they are great in that setting.
When I've exported them as DAEs (and I used the exporter from the COLLADA website as suggested, FBX Export Version 2013.1), I try inserting them into the 3D widget and this crashes iBooks Author. I followed the best practices, it's waaay under the max amt of faces, and I've been able to export other primitives like spheres and such that import into iBooks just fine.
I've also tried a convert to editable poly and a multires modifier to lower the polys dramatically before exporting, but still it's a no go. I also welded the vertices once to see if it didn't like holes.
Any suggestions? Is it possibly a problem with the COLLADA version?
Thankssorry if this is overkill, but can anyone make sense out of this?
Process: iBooks Author [11481]
Path: /Applications/iBooks Author.app/Contents/MacOS/iBooks Author
Identifier: com.apple.iBooksAuthor
Version: 1.1 (190)
Build Info: Kingbird-1900000~1
App Item ID: 490152466
App External ID: 6846044
Code Type: X86 (Native)
Parent Process: launchd [156]
User ID: 501
Date/Time: 2012-08-10 17:06:02.733 -0500
OS Version: Mac OS X 10.8 (12A269)
Report Version: 10
Interval Since Last Report: 146 sec
Crashes Since Last Report: 1
Per-App Interval Since Last Report: 32 sec
Per-App Crashes Since Last Report: 1
Anonymous UUID: xxxxx
Crashed Thread: 0 Dispatch queue: com.apple.main-thread
Exception Type: EXC_BAD_ACCESS (SIGBUS)
Exception Codes: KERN_PROTECTION_FAILURE at 0x0000000000000000
VM Regions Near 0:
--> __PAGEZERO 0000000000000000-0000000000001000 [ 4K] ---/--- SM=NUL /Applications/iBooks Author.app/Contents/MacOS/iBooks Author
__TEXT 0000000000001000-0000000000688000 [ 6684K] r-x/rwx SM=COW /Applications/iBooks Author.app/Contents/MacOS/iBooks Author
Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0 com.apple.SceneKit 0x15ee47aa GenericVertexSet::parseInputsAndP(MeshSourceInfo const&, domP*, daeTArray<daeSmartRef<domInputLocalOffset> > const&, unsigned long long, daeTArray<unsigned long long>&) + 290
1 com.apple.SceneKit 0x15ee0aec bool prepareDeindexing<GenericVertexSet>(MeshSourceInfo const&, domMesh const*, GenericVertexSet&) + 247
2 com.apple.SceneKit 0x15edf92f Deindexer::deindexGeometry(domGeometry const*) + 501
3 com.apple.SceneKit 0x15ee2d07 Deindexer::execute() + 2625
4 com.apple.SceneKit 0x15db6cbf C3DIO_COLLADA_LoadScene + 2649
5 com.apple.SceneKit 0x15dd2f4f C3DSceneSourceCreateSceneAtIndex + 578
6 com.apple.SceneKit 0x15e84ec1 -[SCNSceneSource _createSceneRefWithOptions:statusHandler:] + 480
7 com.apple.SceneKit 0x15e85467 -[SCNSceneSource _sceneWithOptions:statusHandler:] + 129
8 com.apple.SceneKit 0x15e854d0 -[SCNSceneSource sceneWithOptions:statusHandler:] + 47
9 com.apple.SceneKit 0x15e85542 -[SCNSceneSource sceneWithOptions:error:] + 109
10 com.apple.SceneKit 0x15e8561c -[SCNSceneSource propertyForKey:] + 60
11 com.apple.iBooksAuthor 0x003cf5ac unsigned long const* std::lower_bound<unsigned long const*, unsigned long>(unsigned long const*, unsigned long const*, unsigned long const&) + 3937448
12 com.apple.iBooksAuthor 0x003cec58 unsigned long const* std::lower_bound<unsigned long const*, unsigned long>(unsigned long const*, unsigned long const*, unsigned long const&) + 3935060
13 com.apple.iBooksAuthor 0x00400892 unsigned long const* std::lower_bound<unsigned long const*, unsigned long>(unsigned long const*, unsigned long const*, unsigned long const&) + 4138894
14 com.apple.iBooksAuthor 0x003647fc unsigned long const* std::lower_bound<unsigned long const*, unsigned long>(unsigned long const*, unsigned long const*, unsigned long const&) + 3499768
15 com.apple.iWork.sfdrawables 0x00f5c953 -[SFDDrawableRep performDropWithDropInfo:] + 291
16 com.apple.iBooksAuthor 0x0027d291 unsigned long const* std::lower_bound<unsigned long const*, unsigned long>(unsigned long const*, unsigned long const*, unsigned long const&) + 2552205
17 com.apple.AppKit 0x9693419f NSCoreDragReceiveMessageProc + 1487
18 com.apple.HIServices 0x91ba9ffe DoMultipartDropMessage + 351
19 com.apple.HIServices 0x91ba9c48 DoDropMessage + 65
20 com.apple.HIServices 0x91baa92e CoreDragMessageHandler + 1763
21 com.apple.CoreFoundation 0x971171bf __CFMessagePortPerform + 783
22 com.apple.CoreFoundation 0x9701d0a5 __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE1_PERFORM_FUNCTION__ + 53
23 com.apple.CoreFoundation 0x9701ccd2 __CFRunLoopDoSource1 + 146
24 com.apple.CoreFoundation 0x970529c6 __CFRunLoopRun + 2038
25 com.apple.CoreFoundation 0x97051d6a CFRunLoopRunSpecific + 378
26 com.apple.CoreFoundation 0x97051bdb CFRunLoopRunInMode + 123
27 com.apple.HIToolbox 0x936268aa RunCurrentEventLoopInMode + 242
28 com.apple.HIToolbox 0x93626619 ReceiveNextEventCommon + 374
29 com.apple.HIToolbox 0x93626494 BlockUntilNextEventMatchingListInMode + 88
30 com.apple.AppKit 0x965c4a5a _DPSNextEvent + 724
31 com.apple.AppKit 0x965c428c -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 119
32 com.apple.AppKit 0x965ba6dc -[NSApplication run] + 855
33 com.apple.AppKit 0x9655d8e6 NSApplicationMain + 1053
34 com.apple.iBooksAuthor 0x0000e3da unsigned long const* std::lower_bound<unsigned long const*, unsigned long>(unsigned long const*, unsigned long const*, unsigned long const&) + 726
35 com.apple.iBooksAuthor 0x00073165 unsigned long const* std::lower_bound<unsigned long const*, unsigned long>(unsigned long const*, unsigned long const*, unsigned long const&) + 413793
Thread 1:: Dispatch queue: com.apple.libdispatch-manager
0 libsystem_kernel.dylib 0x939c79ae kevent + 10
1 libdispatch.dylib 0x90dc1cc5 _dispatch_mgr_invoke + 993
2 libdispatch.dylib 0x90dc17fd _dispatch_mgr_thread + 53
Thread 2:: com.apple.CFSocket.private
0 libsystem_kernel.dylib 0x939c6be6 __select + 10
1 com.apple.CoreFoundation 0x97096320 __CFSocketManager + 1632
2 libsystem_c.dylib 0x9466c557 _pthread_start + 344
3 libsystem_c.dylib 0x94656cee thread_start + 34
Thread 3:
0 libsystem_kernel.dylib 0x939c691a __psynch_mutexwait + 10
1 libsystem_c.dylib 0x9467213b pthread_mutex_lock + 595
2 com.apple.Foundation 0x93ae281b -[NSLock lock] + 169
3 SFWordProcessing 0x01c61121 -[SFWPSpellThread pRun:] + 327
4 com.apple.Foundation 0x93b29318 -[NSThread main] + 45
5 com.apple.Foundation 0x93b2929b __NSThread__main__ + 1396
6 libsystem_c.dylib 0x9466c557 _pthread_start + 344
7 libsystem_c.dylib 0x94656cee thread_start + 34
Thread 4:
0 libsystem_kernel.dylib 0x939c68e2 __psynch_cvwait + 10
1 libsystem_c.dylib 0x94671289 _pthread_cond_wait + 938
2 libsystem_c.dylib 0x94671512 pthread_cond_timedwait_relative_np + 47
3 com.apple.Foundation 0x93b57506 -[NSCondition waitUntilDate:] + 404
4 com.apple.Foundation 0x93b5732d -[NSConditionLock lockWhenCondition:beforeDate:] + 282
5 com.apple.Foundation 0x93b5c880 -[NSConditionLock lockWhenCondition:] + 69
6 com.apple.iWork.sfarchiving 0x009bd55b -[SFEBackgroundArchiver(Private) backgroundThread:] + 340
7 com.apple.Foundation 0x93b29318 -[NSThread main] + 45
8 com.apple.Foundation 0x93b2929b __NSThread__main__ + 1396
9 libsystem_c.dylib 0x9466c557 _pthread_start + 344
10 libsystem_c.dylib 0x94656cee thread_start + 34
Thread 5:
0 libsystem_kernel.dylib 0x939c70ee __workq_kernreturn + 10
1 libsystem_c.dylib 0x9466f04c _pthread_workq_return + 45
2 libsystem_c.dylib 0x9466ee19 _pthread_wqthread + 448
3 libsystem_c.dylib 0x94656cca start_wqthread + 30
Thread 6:
0 libsystem_kernel.dylib 0x939c70ee __workq_kernreturn + 10
1 libsystem_c.dylib 0x9466f04c _pthread_workq_return + 45
2 libsystem_c.dylib 0x9466ee19 _pthread_wqthread + 448
3 libsystem_c.dylib 0x94656cca start_wqthread + 30
Thread 7:
0 libsystem_kernel.dylib 0x939c70ee __workq_kernreturn + 10
1 libsystem_c.dylib 0x9466f04c _pthread_workq_return + 45
2 libsystem_c.dylib 0x9466ee19 _pthread_wqthread + 448
3 libsystem_c.dylib 0x94656cca start_wqthread + 30
Thread 8:
0 libsystem_kernel.dylib 0x939c70ee __workq_kernreturn + 10
1 libsystem_c.dylib 0x9466f04c _pthread_workq_return + 45
2 libsystem_c.dylib 0x9466ee19 _pthread_wqthread + 448
3 libsystem_c.dylib 0x94656cca start_wqthread + 30
Thread 0 crashed with X86 Thread State (32-bit):
eax: 0x00000000 ebx: 0x10c5cc48 ecx: 0xbfffd258 edx: 0x00351600
edi: 0x00000000 esi: 0x10c5ce18 ebp: 0xbfffd288 esp: 0xbfffd1a0
ss: 0x00000023 efl: 0x00010246 eip: 0x15ee47aa cs: 0x0000001b
ds: 0x00000023 es: 0x00000023 fs: 0x00000000 gs: 0x0000000f
cr2: 0x00000000
Logical CPU: 2
Binary Images:
0x1000 - 0x687fef com.apple.iBooksAuthor (1.1 - 190) <D7B5401F-8317-2C27-7196-10E50B416EBD> /Applications/iBooks Author.app/Contents/MacOS/iBooks Author
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Why is my laptop running high cpu after i render 3DS Max For a month and what should i do?
I have been trying to run my long 3ds max finals. I have 2 fans blowing my Macbook Pro. The Laptop fan and a regular fan blowing my laptop. after a month of finish rendering. my cpu sky rockets and i i have try scan for malware, virus, spy ware and worms, which didn't do nothing, i also check for defragment. Nothing works. the 3ds max was running on bootcamp windows 7. When i render in 3ds max the cpu hits 100% non stop. should i go to apple store and to get it check and would it cost alot to get it fix? Thank you for anyone answering my question.
The firmware controlling the fans is predictive depending upon what sort of software and it's CPU demands, you have been running.
For instance, you say your 3D program maxes out the CPU, well the computer now knows whenever you launch this program it needs to crank the fans up, even if you don't use much CPU at first, in order to catch a sudden demand in CPU needs and not let the CPU burn up.
Don't know if there is a remedy for this unless not to use the 3D rendering software, or use on a machine with more processing cores and better cooling, like a MacPro. -
3DS Max On Parallels or Boot Camp?
Hi,
I want to install 3DS Max and go back forth between 3DS max and other programs. I installed a 30 trail on Parallels and it goes really slow, I haven't even tried to render. On the other hand, if I install it on Boot Camp, I would have to go back and forth and it would be a pain. Would anyone know how get 3Ds Max to run better on Parallels or an easier solution than going back and forth from Boot Camp? Also, is it possible to connect an ethernet cable to PC to the mac and go back and forth?
Thanks a lot!,
ZevieI would think you should at least give Boot Camp a test drive. The problem with either Parallels or Fusion is the sharing resources part. It's great for jumping back and forth but system resources can get stretched thin in a hurry.
I'm pretty sure that in Parallels your video performance is going to be a serious issue. In a virtualized environment like Parallels or Fusion this video performance is fine for Word, Excel, Acrobat etc., but doesn't come close in apps that require a big contribution from the video card.
If it's Vista that you loaded via Parallels, then check the Windows Experience Index that can tell you a lot about system performance.
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