Save as 3ds
Hi
I would like to know if anyone has got experience with exporting the simpleUniverse or anything from the universe into a 3ds file.
If you have any idea, tried it or know any extentions that can do it I would really like to know.
I have the idea that everything in the universe has nodes. And these nodes could be exported to the 3ds object. But how to do it I am clueless. Please help me
Jim
Hi Matthias! Sorry for getting back so late. I have struggle a bit with the "Vanishing-point-to-3dsmax" and starting to get it working. Still I can't figure out how to calibrate the directions in Photoshop. My camera in 3dsmax points from the top view. Figure this can't be done in Photoshop? Right now I just rotate the hole scene so I get it right.
The thing that got messed up the first time was that I was using multiple planes. I didn't understand that for every plane there is a individual camera, so that got really crazy in 3dsmax (and AE).
It would be great to be able to use multiple planes for some, more complicated, scenes.
Another thing is that I have to re-link all the maps coz the links breaks when importing. It works ok in After Effects.
Have Adobe done anything with the Vanishing Point filter in CS4? I have done a couple of things in CS4 and it seems to be the same as in CS3.
Regards / Jimmy
Similar Messages
-
Is it possible to save in 3ds?
Hi,to everyone
I'd like to save my java 3d world in .3ds file format !
Is it possible?
Another question....
How can I free memory when remove a java 3d scene?
I have a scene with 10000 sphere,and when user modify some parameters these sphere modify thei position.So I have to clean old scene and repaint new. But when I do this operation for 3 times I have java.lang.OutOfMemoryError!
Can someone helps me?Thanks for your answer !
I'll try to force garbage collector!
About the saving of scene............. my needs is not to save scene information ,because points are generated dinamically. My goal is to export scene and then import it in 3dsMax ,to edit with.
Maybe is it possible to save in vrml file?
I'll report U if I resolve memory problem ! -
3ds max can't save to lion server, 3ds max can't save to lion server
I know there have been many discussions in the past few weeks.
Please if any one can help me with a sollution or work around I will appreciate it.
We have a mac mini server and both mac's and windows in the office.
All work perfect except 3ds max can't save or open files from the lion server. All other programs work perfect from the windows machines to the lion server.
Anybody found a solution yet?No I'm still going around in circles. It's infuriating, everything else is working fine, I just have this one issue with the .max files.
I phoned Apple yesteday, hoping that they may help as we have an AppleCare Protection Plan that supposedly has software support. They have not managed to help in anyway, and have suggested that I take out some kind of cross platform support at extra cost, although they may not be able to help either.
They are saying it is third party software vendors responsibility to sort out a fix, which annoys me, as we haven't changed the third party software, we've upgraded the server and now our workflow is broken. I have read of other people that have contacted Autodesk about the issue and they have said that the problem is down to Apple using their own SMB in Lion Server, but haven't mentioned any kind of fix/workaround.
I don't know whether switching the servers SMB off and running SMBup may help. It's not something I really want to do, but I'm really running out of ideas. -
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Private Message -
Can't open .3DS files in CS6 extended
Hi, I'm trying to open .3DS files in Photoshop CS6 extended, but it is giving me the error message: "could not complete your request because 3d functionality is currently disabled due OpenGL being disabled"
At first it opened a few files and worked fine, then it just stopped opening them and now only displays the error message.
My system info is below, thanks.
Adobe Photoshop Version: 13.0.1 (13.0.1.2 20130522.r.24 2013/05/22:21:00:00) x64
Operating System: Windows 7 64-bit
Version: 6.1 Service Pack 1
System architecture: Intel CPU Family:6, Model:10, Stepping:7 with MMX, SSE Integer, SSE FP, SSE2, SSE3, SSE4.1, SSE4.2, HyperThreading
Physical processor count: 4
Logical processor count: 8
Processor speed: 1995 MHz
Built-in memory: 16295 MB
Free memory: 13161 MB
Memory available to Photoshop: 14677 MB
Memory used by Photoshop: 60 %
Image tile size: 128K
Image cache levels: 4
OpenGL Drawing: Enabled.
OpenGL Drawing Mode: Advanced
OpenGL Allow Normal Mode: True.
OpenGL Allow Advanced Mode: True.
OpenGL Allow Old GPUs: Not Detected.
Video Card Vendor: NVIDIA Corporation
Video Card Renderer: GeForce GT 540M/PCIe/SSE2
Display: 2
Display Bounds:= top: 0, left: -1366, bottom: 768, right: 0
Display: 1
Display Bounds:= top: 0, left: 0, bottom: 1200, right: 1920
Video Card Number: 2
Video Card: NVIDIA GeForce GT 540M
OpenCL Unavailable
Driver Version: 9.18.13.1144
Driver Date: 20130314000000.000000-000
Video Card Driver: nvd3dumx.dll,nvwgf2umx.dll,nvwgf2umx.dll,nvd3dum,nvwgf2um,nvwgf2um
Video Mode: 1920 x 1200 x 4294967296 colors
Video Card Caption: NVIDIA GeForce GT 540M
Video Card Memory: 1024 MB
Video Rect Texture Size: 16384
Video Card Number: 1
Video Card: Intel(R) HD Graphics 3000
OpenCL Unavailable
Driver Version: 9.17.10.2932
Driver Date: 20121212000000.000000-000
Video Card Driver: igdumd64.dll,igd10umd64.dll,igd10umd64.dll,igdumd32,igd10umd32,igd10umd32
Video Mode:
Video Card Caption: Intel(R) HD Graphics 3000
Video Card Memory: 1024 MB
Video Rect Texture Size: 16384
Serial number: 92628956337278503682
Application folder: C:\Program Files\Adobe\Adobe Photoshop CS6 (64 Bit)\
Temporary file path: C:\Users\RICHAR~1\AppData\Local\Temp\
Photoshop scratch has async I/O enabled
Scratch volume(s):
C:\, 127.9G, 37.3G free
D:\, 110.6G, 110.2G free
G:\, 3.64T, 2.72T free
Required Plug-ins folder: C:\Program Files\Adobe\Adobe Photoshop CS6 (64 Bit)\Required\
Primary Plug-ins folder: C:\Program Files\Adobe\Adobe Photoshop CS6 (64 Bit)\Plug-ins\
Additional Plug-ins folder: not set
Installed components:
A3DLIBS.dll A3DLIB Dynamic Link Library 9.2.0.112
ACE.dll ACE 2012/06/05-15:16:32 66.507768 66.507768
adbeape.dll Adobe APE 2012/01/25-10:04:55 66.1025012 66.1025012
AdobeLinguistic.dll Adobe Linguisitc Library 6.0.0
AdobeOwl.dll Adobe Owl 2012/06/26-12:17:19 4.0.95 66.510504
AdobePDFL.dll PDFL 2011/12/12-16:12:37 66.419471 66.419471
AdobePIP.dll Adobe Product Improvement Program 6.0.0.1654
AdobeXMP.dll Adobe XMP Core 2012/02/06-14:56:27 66.145661 66.145661
AdobeXMPFiles.dll Adobe XMP Files 2012/02/06-14:56:27 66.145661 66.145661
AdobeXMPScript.dll Adobe XMP Script 2012/02/06-14:56:27 66.145661 66.145661
adobe_caps.dll Adobe CAPS 6,0,29,0
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ahclient.dll AdobeHelp Dynamic Link Library 1,7,0,56
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boost_date_time.dll DVA Product 6.0.0
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dvaplayer.dll DVA Product 6.0.0
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dynamiclink.dll DVA Product 6.0.0
ExtendScript.dll ExtendScript 2011/12/14-15:08:46 66.490082 66.490082
FileInfo.dll Adobe XMP FileInfo 2012/01/17-15:11:19 66.145433 66.145433
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libifcoremd.dll Intel(r) Visual Fortran Compiler 10.0 (Update A)
libmmd.dll Intel(r) C Compiler, Intel(r) C++ Compiler, Intel(r) Fortran Compiler 10.0
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mediacoreif.dll DVA Product 6.0.0
MPS.dll MPS 2012/02/03-10:33:13 66.495174 66.495174
msvcm80.dll Microsoft® Visual Studio® 2005 8.00.50727.6195
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pdfsettings.dll Adobe PDFSettings 1.04
Photoshop.dll Adobe Photoshop CS6 CS6
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PSArt.dll Adobe Photoshop CS6 CS6
PSViews.dll Adobe Photoshop CS6 CS6
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wu3d.dll U3D Writer 9.3.0.113
Required plug-ins:
3D Studio 13.0.1 (13.0.1.2 20130522.r.24 2013/05/22:21:00:00)
Accented Edges 13.0
Adaptive Wide Angle 13.0
ADM 3.11x01
Angled Strokes 13.0
Average 13.0.1 (13.0.1.2 20130522.r.24 2013/05/22:21:00:00)
Bas Relief 13.0
BMP 13.0
Camera Raw 8.1
Camera Raw Filter 8.1
Chalk & Charcoal 13.0
Charcoal 13.0
Chrome 13.0
Cineon 13.0.1 (13.0.1.2 20130522.r.24 2013/05/22:21:00:00)
Clouds 13.0.1 (13.0.1.2 20130522.r.24 2013/05/22:21:00:00)
Collada 13.0.1 (13.0.1.2 20130522.r.24 2013/05/22:21:00:00)
Color Halftone 13.0
Colored Pencil 13.0
CompuServe GIF 13.0
Conté Crayon 13.0
Craquelure 13.0
Crop and Straighten Photos 13.0.1 (13.0.1.2 20130522.r.24 2013/05/22:21:00:00)
Crop and Straighten Photos Filter 13.0
Crosshatch 13.0
Crystallize 13.0
Cutout 13.0
Dark Strokes 13.0
De-Interlace 13.0
Dicom 13.0
Difference Clouds 13.0.1 (13.0.1.2 20130522.r.24 2013/05/22:21:00:00)
Diffuse Glow 13.0
Displace 13.0
Dry Brush 13.0
Eazel Acquire 13.0.1 (13.0.1.2 20130522.r.24 2013/05/22:21:00:00)
Embed Watermark 4.0
Entropy 13.0.1 (13.0.1.2 20130522.r.24 2013/05/22:21:00:00)
Extrude 13.0
FastCore Routines 13.0.1 (13.0.1.2 20130522.r.24 2013/05/22:21:00:00)
Fibers 13.0
Film Grain 13.0
Filter Gallery 13.0
Flash 3D 13.0.1 (13.0.1.2 20130522.r.24 2013/05/22:21:00:00)
Fresco 13.0
Glass 13.0
Glowing Edges 13.0
Google Earth 4 13.0.1 (13.0.1.2 20130522.r.24 2013/05/22:21:00:00)
Grain 13.0
Graphic Pen 13.0
Halftone Pattern 13.0
HDRMergeUI 13.0
IFF Format 13.0
Ink Outlines 13.0
JPEG 2000 13.0
Kurtosis 13.0.1 (13.0.1.2 20130522.r.24 2013/05/22:21:00:00)
Lens Blur 13.0
Lens Correction 13.0
Lens Flare 13.0
Liquify 13.0
Matlab Operation 13.0.1 (13.0.1.2 20130522.r.24 2013/05/22:21:00:00)
Maximum 13.0.1 (13.0.1.2 20130522.r.24 2013/05/22:21:00:00)
Mean 13.0.1 (13.0.1.2 20130522.r.24 2013/05/22:21:00:00)
Measurement Core 13.0.1 (13.0.1.2 20130522.r.24 2013/05/22:21:00:00)
Median 13.0.1 (13.0.1.2 20130522.r.24 2013/05/22:21:00:00)
Mezzotint 13.0
Minimum 13.0.1 (13.0.1.2 20130522.r.24 2013/05/22:21:00:00)
MMXCore Routines 13.0.1 (13.0.1.2 20130522.r.24 2013/05/22:21:00:00)
Mosaic Tiles 13.0
Multiprocessor Support 13.0.1 (13.0.1.2 20130522.r.24 2013/05/22:21:00:00)
Neon Glow 13.0
Note Paper 13.0
NTSC Colors 13.0.1 (13.0.1.2 20130522.r.24 2013/05/22:21:00:00)
Ocean Ripple 13.0
Oil Paint 13.0
OpenEXR 13.0
Paint Daubs 13.0
Palette Knife 13.0
Patchwork 13.0
Paths to Illustrator 13.0
PCX 13.0.1 (13.0.1.2 20130522.r.24 2013/05/22:21:00:00)
Photocopy 13.0
Photoshop 3D Engine 13.0.1 (13.0.1.2 20130522.r.24 2013/05/22:21:00:00)
Picture Package Filter 13.0.1 (13.0.1.2 20130522.r.24 2013/05/22:21:00:00)
Pinch 13.0
Pixar 13.0.1 (13.0.1.2 20130522.r.24 2013/05/22:21:00:00)
Plaster 13.0
Plastic Wrap 13.0
PNG 13.0
Pointillize 13.0
Polar Coordinates 13.0
Portable Bit Map 13.0.1 (13.0.1.2 20130522.r.24 2013/05/22:21:00:00)
Poster Edges 13.0
Radial Blur 13.0
Radiance 13.0.1 (13.0.1.2 20130522.r.24 2013/05/22:21:00:00)
Range 13.0.1 (13.0.1.2 20130522.r.24 2013/05/22:21:00:00)
Read Watermark 4.0
Reticulation 13.0
Ripple 13.0
Rough Pastels 13.0
Save for Web 13.0
ScriptingSupport 13.0.1
Shear 13.0
Skewness 13.0.1 (13.0.1.2 20130522.r.24 2013/05/22:21:00:00)
Smart Blur 13.0
Smudge Stick 13.0
Solarize 13.0.1 (13.0.1.2 20130522.r.24 2013/05/22:21:00:00)
Spatter 13.0
Spherize 13.0
Sponge 13.0
Sprayed Strokes 13.0
Stained Glass 13.0
Stamp 13.0
Standard Deviation 13.0.1 (13.0.1.2 20130522.r.24 2013/05/22:21:00:00)
Sumi-e 13.0
Summation 13.0.1 (13.0.1.2 20130522.r.24 2013/05/22:21:00:00)
Targa 13.0
Texturizer 13.0
Tiles 13.0
Torn Edges 13.0
Twirl 13.0
U3D 13.0.1 (13.0.1.2 20130522.r.24 2013/05/22:21:00:00)
Underpainting 13.0
Vanishing Point 13.0
Variance 13.0.1 (13.0.1.2 20130522.r.24 2013/05/22:21:00:00)
Variations 13.0.1 (13.0.1.2 20130522.r.24 2013/05/22:21:00:00)
Water Paper 13.0
Watercolor 13.0
Wave 13.0
Wavefront|OBJ 13.0.1 (13.0.1.2 20130522.r.24 2013/05/22:21:00:00)
WIA Support 13.0.1 (13.0.1.2 20130522.r.24 2013/05/22:21:00:00)
Wind 13.0
Wireless Bitmap 13.0.1 (13.0.1.2 20130522.r.24 2013/05/22:21:00:00)
ZigZag 13.0
Optional and third party plug-ins: NONE
Plug-ins that failed to load: NONE
Flash:
Mini Bridge
Kuler
Installed TWAIN devices: NONEYou may have to do some homework on the web. The onboard graphics I believe is meant to power 1 monitor. Hard to believe it could power 3. Even in a video card you have to get a high end version to have enough power to do that. But almost all video cards have 2 connectors.
If you look at the back of the nVidia card it should have 2 connectors for monitors, but they are probably not the same, so you may need an adapter for one. If you do not have the manual type in the model number on line to see how it works. -
Adobe Photoshop CS5 - Save As TARGA missing!
Hello helpful people!
I'm by no means a photoshop expert, but I've done some research about this problem of mine and I can't make any sense out of it.
I'm using Photosho CS5 (64 Bit) and for some reason the "Save As..." dialog does not have the TARGA file option.
I checked some other posts and articles across these forums and through some broader searches, but nothing helped me out.
I understand that CS5 came with a built-in TGA saving option rather than requiring a plug-in, as previous versions had required.
I understand that a TGA should be saved in 8-bit RGB mode (which is what my file is in anyway, since it's designed to go into 3DS Max as a texture)
Despite all this, and numerous restarts and verifying that I was up-to-date on the current patch, I still can't add .tga to any of my files
I've definitely got the mode set right... but then, in the "Save As..." window:
No TARGA (*.tga) option
Since CS5 is supposed to have .tga capabilities built into to the program, and not need an add-on, I wasn't surprised to see that the File Formats folders in both my Program Files and Program Files (x86) directories didn't have the targa.8bi file.
So my question to you knowledgeable folks is this...
How do I restore my ability to Save As a TARGA?A number of formats that used to be available via separate plug-ins have been moved into Photoshop proper. CS5 does not come with a Targa.8BI file like its predecessors did.
Looks like you're missing some other formats (BMP, CompuServ GIF, PNG), and have one extra (Dicom) that I don't have.
Here's my list (I've added Genuine Fractals):
Edit: I've done more research... The Dicom format is only available in Photoshop Extended, which is why I don't have it.
Have you installed any other format plug-ins?
Do you, by chance, have your Additional Plug-Ins Folder (in Edit - Preferences - Plug-ins) pointed at a plug-ins folder from an older version of Photoshop?
-Noel -
Hi,
i have another problem..,i'm doing assemble that included 1
board and a few component like 7 segment display,wires and IC using
3ds max7 and doing some motion there.
Then i save it as .W3D file...
When I export it at director,i found that it to slow to open
the stage at director.
how can i make it easily to open at stage ?
TQhtml is just text and thus you should be able to just do something like
FileWriter.print(JEditorPane.getText()); -
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. -
Using 3DS objects in CS4 Extended
I purchased the extended version of Photoshop CS4 this time as my cadd software can save 3d models as 3DS format. I have tried bringing in those 3d entities into a 3d layer but nothing happens. I read somewhere that the third parties have to have a plug-in for Photoshop. I know my cadd software does not (DataCad) but all I read about the 3d thing in Cs4 never mentioned that. Kind of the only reason I paid for the extended aspect of it so I am hoping someone knows how to make this work together. Any ideas?
Sorry to sound like a dummy; I'm not understanding your comment about providing the file from another website? I have the cadd software I am using and created a 3d object to send to you. How do I do that without attaching it to the email?
Subject: using 3DS objects in CS4 Extended
Attachments don't work, so please provide the file from another website. tesselation refers to converting BRep surfaces to polygons. Dunno how it is handled in your program, but it's eitehr automatic in the file exporters or a dedicated function somewhere. PS only accepts 3DS, OBJ, DAE and U3D files, so the other formats are no option. And if you don't mind: Please do not attach addresses and signatures. The forum rules clearly strate "no self-promotion". Thank you.
Mylenium -
3ds MAX 8 and Director MX 2004
need help with lingo code relating to this. I am creating a
w3d file of a level for use in a 3d game, and when I go to code the
other elements (the character and enemies), it comes up with a
truckload of errors. i had created a level as a test ( it was a w3d
file created in director), and it worked, but when i went to import
the new w3d file, the above problem happened. the character model
created in director wont fly around, as its a plane, and the new
level design doesn't like being used, even when i change the code.
if someone could help urgently, many thanks would be bestowed. if
you need the code, i will create a txt file and send it to
youhi I need some help! I have made a toy car with 3ds max and
imported it to director.
What i what to do is when I press the letter "a "on the
keyboard for my car to accelerate. I can make it move forward or
backwards but am having trouble trying to save its previous X
location so that when I'm pressing "a" it will keep accelerating
until I stop pressing "a" -
Could Motion 4 replace Autodesk 3ds Max through Photoshop?
I need to draw a 3d depth map and save it as a BMP image file to be used with a Photoshop plug-in that creates a fake depth of field (DOF).
As you may know, in photography, DOF is governed by three factors: aperture, lens focal length and shooting distance. DOF PRO ( http://www.dofpro.com/overview.htm ) is probably the only plug-in that addresses them very well, because it uses a different approach instead of just a simple gaussian blur to reproduce a believable DOF effect.
Unfortunately DOF PRO is 32-bit windows only and requires the drawing of a depth map that contains information regarding the location of objects within a scene, through the use of such software as Autodesk 3ds Max 8. Is there such a 3ds tool in Mac OS? Could Motion 4 do the job? Could Motion 4 work seamlessly wth Photoshop CS5 (its Quick Seletion Tool) and create a still image and save the 3d scene as a BMP image file to be used with DOF PRO plug-in?I don't know if Motion 4 has a defocusing plug-in or not and I only know that Motion 4 can create 3d animation videos.
A depth map should look like this in black and white (indicating the foreground and Bokeh area) with a grayscale as calculated by a 3ds-like software. The death map should be saved as a BMP image file.
http://www.dofpro.com/photogallery.htm -
AE Compositor Link & 3ds Max Motion Blur Flip
Hi,
I have imported an object into AE via the compositor link and state sets in 3ds Max. However the key frames come in as held key frames so I have to first fix that. Does anyone know why they might come in as square key frames instead of diamond shaped ones? Here is an Autodesk tutorial that clearly shows the imported object having diamond shaped key frames without having to change them. Using State Sets - Part 8 - Working with Solids and PSD files - YouTube
But the big problem I am unable to fix is when I apply motion blur to the object. At certain key frames the object flips see a screen shot here: https://assets.adobe.com/link/8eb67d7d-88e0-4ce5-a1e9-4d24802f1dd0?section=activity_public.
It appears that the rotation swaps from being a plus to a minus value in AE at certain key frames causing the object motion blur to get confused. I have spoken to Autodesk support and they are stumped at when could be the cause and suggested I ask here as it may be an AE problem and not 3ds Max. Here is a link to the AE file: https://assets.adobe.com/link/6bceafc4-5410-44ef-9328-bb8011e4a86f?section=activity_public
Thanks,Thanks for the help guys. The problem was in Max, I don't know exactly what, the Gamma settings looked fine to me. To fix it I just deleted the Save State and it's Output file and Targa. Then remade them. My guess is when I changed the exposure control it screwed everything up.
I also played around with masking, just getting to know what I have to do before I do it.
Yes, no color correction has been done, even the placement of the Windmill isn't final, this was just for practice and preparation. I am curious as to HOW I should color correct this, I'm still not sure if I want the video darker or more colorful....
Mylenium, I'll look into the Rotobrushing and Refine Edge, and thanks Rick for the link, I'll watch it sometime soon! -
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! -
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 -
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
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