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Rounded corners can be set using the Mesh Smoothing modifier and the Material to Shader.
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Give the material first, then press this -- and then press F3 in that view window.
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Material Tools: 3dmax
1. Open 3dmax, draw a box first, select the [Rounded Edge] command menu 2, and then select the edge you want to round.
3. Then enter the [R] command option, select the radius of the fillet 4, and then enter the value of the radius.
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Entities cannot be filleted.
Only the corners can be cut. If you want to make a round effect, cut the corners a few more times.
If you want it to work well, you need to add a smooth.
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Convert to Spline Vertices Select the point you want to round Fillet command in the right menu bar Enter a fillet value.
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After a few more foot visits, the entity should not be able to be rounded directly.
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1. First create a piece, the size according to the need, 2, give it a VR material ball, 3, and then give it a carpet texture first, 4, render it, and find that the effect is like this, not showing the fluffy texture that the carpet should have, 5, next, add a "VR material wrap" modifier to the model (the 2014 version of the VR renderer is the 5th from the bottom), 6, as shown in the figure, add a bitmap in "none", here you can add a bitmap, For example, if I want to express the fluffy texture of the carpet, I can add it"bath wave", or some of their own **, the main thing is that the color should be clear and distinct, here I use the system diagram "bath wave".
7. Then copy the bitmap association to an empty shader for convenience. Then according to the actual needs, adjust the size of the bath wave, 8, as shown in the figure, the value in the red box, is the option to adjust the degree of concave and convex, here I choose 80, 9, zoom in on the lens, see what happened, that one by one small protrusions are the "white spots" on the "bath wave", 10, complete the rendering.
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How to convert 3DMAX loft direction is incorrect? There is a very powerful "Lofting" command in the 3DMAX software, which allows you to make some special models with the same cross-section. But in 3DMAX software, everything has a direction, including the points, lines, and planes, as well as the endpoints of the lines.
Sometimes the 3dmax lofting direction is wrong, so how to convert the 3dmax lofting direction is a problem we face. Next, Harbin Perfect Power will take a look at how to solve the problem of how to convert the wrong direction of 3DMAX lofting.
1. What is lofting?
A loft is a model. There are the same cross-sections. Then around a certain path is shown the model of Lai, such as door casings, window casings, the waistline of the façade, etc.
To achieve lofting, there must be a section and a path, but the section and path must not be in the same plane, that is, the normal and the path of the figure must be in the same direction. This allows for lofting.
2. How to stake?
1. To carry out lofting, we must first find out the "cross-section" and "path" of the object we want to lof, and then know the surface where the path is located and the surface where the figure is located.
2. Select the path or shape after making the path and shape, then select "Aggregate" in the "Create" panel, find the "Match Object" in the drop-down table, select the lofting, and select "Get Path" or "Get Graph" in the "Create Method" in the lofting panel after dinner.
3. How to convert the lofting direction is wrong?
degrees in the opposite direction. When we stake out the path in the top view, and the loft figure is in the front view or left view, then we often have a problem with staking out is that we stake out the inside and outside direction of 180 degrees inversely, then we have to stake out again, hold down the ctrl key when stakeout, we can achieve the direction we need, or we change the stakeout path or the drawing direction of the sheep figure can also solve this problem, but we need to try several times, but the simplest is that we hold down the ctrl key on it.
degrees in the opposite direction. If our path is in the front view or left view, and our graphics are in the top view, then it is easy to have the problem of lofting angle 90 degrees long, for example, we do European door casing, window casing, and the flower style should be facing forward, but when we stake out, there will be lace on the top or line surface, at this time we can only change the lofting path or the drawing direction of the lofting figure to achieve the correct direction, but there is another way, that is, to convert the lofting figure into a spline, At the spline level, select all the lofted shapes, and then execute the rotate command so that you can change your angle, which can be arbitrary.
The above is how to convert the wrong direction of 3dmax lofting? The solution, summed up is that the angle of 180 degrees is wrong, that is, hold down the Ctrl key when lofting, if it is 90 degrees, you need to rotate the shape at the spline level. In this way, we have solved the problem of how to convert the 3dmax loft in the wrong direction.
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This can select the lofted object, then go to the section level, select the section for rotation operation, and you're good to go.
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I can't see your diagram, but I've encountered a similar situation before, if the above methods don't work, then redraw the graph and path, don't try it if it doesn't work, max's lofting is easy to have problems, it's normal, just like Boolean operations love to have problems, think about other modeling methods.
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I thought I could help with a 3ds Max, but I'm ashamed to say that
I really didn't study well
I'm going to keep working hard
Hope you find the answer.
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Look down at the groove wireframe, rotate it 90 degrees or -90 degrees along the z-axis, and stake it out to see if it meets your requirements.
Your title is not very clear. You can take a screenshot or upload it, and it's best to draw the required style by hand.
The easiest way to do this is to create it with the notch facing up or down (top view) and the jamb line in the front view.
Everything in 3D has a direction, including points, lines, and surfaces, as well as the endpoints of lines.
This is theoretically a gizmo that rotates sub-objects, but it's usually not necessary, so it's a good habit to get used to it. Follow the software"bug"Walking is not a good habit. This setting will definitely be added or modified in the future.
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The given example is not clear, anyway, pay attention to which view to draw the line and choose the path and choose the shape not to be confused are two methods.
Lofts and modification of loft objects.
Shape, Path, and Loft—There are two methods.
The two ways to create a cylinder are as follows.
First method:
Draw a circle in the top view.
Draw a line in the front view.
Create a cylinder.
Create Geometry Compound Objects list item Click the path line Click the loft button Click the Get Shape button and click it.
Modeling Circle Produces a cylinder.
The second method:
Draw a circle in the top view.
Draw a line in the front view.
Create a cylinder.
Create Geometry Compound Objects list item Click the modeling line Click the loft button Click the Get Path button Click on the path circle to create a cylinder.
button get path: select a path (previously selected a shape);
Get Shape: Select the shape (previously selected path).
Or create using the bevelprofile function; For example, a flower-like pot.
Create a path line.
Use the star command to create a star path line in the top view. radius1=100, radius2=85,point=15,fillet radius1=fillet radius2 =5。
Create a chamfer outline.
Use the line 2D modeling command and the modify command to create chamfer outlines in the front view.
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Is there a problem with the lz "get path" or "get graph" option?
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That's not easy, add a circle of lines at the edge, and then add a smoothing modifier The more lines you add, the more you crack, the closer the interval, then the angle of its rounded edge will be smaller, and the degree of the rounded edge will be larger, and from the question you asked, it seems that you shouldn't understand what I'm talking about, because this is the basic problem of max, you still buy a book, follow the tutorial in the book, and finish all the things in the book, and then talk about Shiyan, or add me, I'll talk about it, 1170721286
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I've encountered your problem, to put it simply, you can experiment with it, I generally do graphics in the top view, road king in the front view, graphics in the top view, lofting at the point, picking up the road in the point, then the graphics that come out must be based on the road king, the left side of the graph, I don't know, I don't know if I make it clear, it's no problem to study it yourself, hehe, come on.
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The operation methods and steps of 3DMAX to make the corners of the box smooth are as follows:
1. First of all, open the software, as shown in the figure below.
2. Secondly, after completing the above steps, find the geometric shape, the box, and then pull out the box as shown in the figure below.
3. Then, after completing the above steps, right-click to convert the box to a polygon, as shown in the image below.
4. Then, after completing the above steps, you can polygon, find the edge, and select the "Edge" option, as shown in the figure below.
5. Subsequently, after completing the above steps, select the edge that needs to be smoothed, here it is all selected, as shown in the figure below.
6. Then, after completing the above steps, flip down the bar to find the chamfered corners, as shown in the figure below.
7. Then, after completing the above steps, set the value as shown in the figure below.
8. Finally, after completing the above steps, click the tick below to confirm.
Click on an empty area of the view and you can see that the corners of the cube become rounded, as shown in the image below. In this way, the problem is solved.
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Material Tools: 3dmax
1. Open the software.
2. Find the geometry, the cuboid, and pull out a cuboid.
3. Right-click to convert the box into a polygon.
4. Polygon, find the edge, and select the edge.
5. Choose the edges that need to be smooth, I chose them all.
6. After selecting, flip the lower column down to find the chamfered corner.
7. Set the value above.
8. After setting, click the following tick to confirm, click on the blank area of the view, and you can see that the corners of the cube have become smooth.
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It's more convenient to build a chamfered box. The software system "chamfers" itself.
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Three ways to do it:
Build a chamfered box. The software system "chamfers" itself.
Collapse the polygon, select the edge you want to round, the chamfer of the right option, and give the number of segments.
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max itself can be used to build rounded boxes.
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Chamfer tool, right-click the bottom of the model to convert to polygon, select an edge or point, find the chamfer at the bottom of the right side, if you can't find it, send me a private message QQ, I will tell you remotely.
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If it's just a single object, it's easy to do, the guy upstairs said it's OK, but if the object is more complex and needs to be rounded, you can choose the edge, chamfer right angle--- chamfer right angle - and then chamfer right angle... Pour it a few more times and it will become a rounded corner. But when choosing an edge, pay attention to it, take your diagram as an example, you need to choose three sides (the outer edge, the inner edge, and the side that is connected to the inside and outside).
1. Open the 3DMAX software, select Create, Spline, Circle. >>>More
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I think so! After all, there are some things that cannot be forced.