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I really don't understand what you mean.
First of all, there are two settings in the 3DMAX Custom Unit Settings, one is the unit setting (that is, the unit used when displaying) and the other is the system unit (that is, the unit used in the drawing). It is best to unify the two units and set them to mm for architecture or interior, and cm for industrial design.
Then, the drawing is a true scale of 1:1, for example, a table width of 600mm (does not affect the rendering), 60cm (does not affect the rendering), does not affect the rendering). premise without manual scaling).
I don't understand, why do you want to calculate the scale of the drawing, anyway, as long as the scale is right (as above), the lighting is still normal, if the scale is 10 times larger than the actual one, then the light is also 10 times larger, mainly affecting the light, the rest does not affect.
The point is, why 1mm=1m? (3D is also not allowed 1mm=1m, unless it is a general unit, then 1 unit = 1m is OK)
To repeat: as long as the scale of the object is equal to the actual scale in the creation panel, it has no effect on what scale is set (without scaling).
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There is no proportional size effect. It's just that the rendering parameters relative to this scale need to match, for example, if you use a textured material, you need to use the corresponding scale. The parameter modification depends on the effect you need to express, and the biggest impact is the resolution of the image.
In the viewport: Generally the same as the settings. The larger the diagram appears in the viewport, the more detail becomes apparent.
What you see.
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The impact of heap rendering The vray renderer must be modeled with actual size, otherwise some light sources will not be able to make noise because of too much space
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Back up one file first.
This will bring the intrinsic scale value of all objects to zero (note: the rotation value will also be reset to zero), so that resetting the world unit will not go wrong, and if there is no object with a scale value, then this step is not necessary. Then change the unit to 1 mm x 1 mm (the unit is in **, needless to say, in the custom customize-unit setup), at this time, the original panel of 1 meter will become 1 mm.
The calculation unit is 1m = 1000mm, so we know that we have to zoom in 1000 times to match the real value, so we set the zoom value to 1000. (Note: If you select Selection, it will only enlarge the object you selected.)
Then click OK to confirm, as for whether the spacing between objects will change Please rest assured, choose to zoom the scene, and the spacing of objects will be enlarged synchronously, so there will be no error.
In the end, we saw that the value changed from 1mm to 1000mm, so we were able to complete the unit conversion smoothly.
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This question is quite complicated.
First of all, it depends on whether your organization settings are standardized. There is a display unit in max, and there is also a system unit. Confirm that both units are uniformly mm.
The modification of the unit is particular.
In general, it is necessary to confirm the units in the scene as soon as the official production begins. For example, if you start by making a house in cm, 3 meters high, that is, 300cm, after you do it, you find that the unit should be set to mm, then change it to mm, and find that the house is 300mm, and the actual size is only meters high.
In other words, the number in front of the unit will not change intelligently because you change the unit, so your house will be 10 times smaller.
If you merge into other files in mm at this time, the house will be 300mm.
In fact, if it is 300 cm, if you merge it into the scene in mm, the house will automatically become 3000 mm.
If you don't want to merge into other files, but you just want to change it to mm in the original file, you just need to enlarge the house model by 10 times.
However, this straightforward approach is only for relatively simple models or objects. For example, if it is a character model, and follow-up work such as expressions and bone rigging are done on the model, it is problematic to directly zoom in on the model, and the effect of the follow-up work will be wrong, and you need to use your brain to make up for it with indirect methods, rather than letting the work be in vain.
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It won't affect me, I was as nervous as you used to be, in fact, I just need to change the unit back to millimeters.
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Oh, generally you have to change the unit at the beginning, but when you do it halfway, you can also change it, I have changed it, and it has no impact. Hee-hee.
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When rendering, pay attention to the following sources.
1. When rendering the picture; Don't open other software.
2. Restart your computer before rendering.
Third, the light is less, and only one lamp is played if there are n lights on a lamp head.
Fourth, the gadget reflection in the vista is turned off.
Fifth, everything that cannot be seen on the camera is hidden.
Sixth, make some adjustments according to your own situation, and you can't stick to dogma!
Steps: First, the frame buffer and global settings;
Two. Anti-aliasing and gi settings, in this anti-aliasing anti-aliasing filter I used (square);
Third, the setting of the glow map, here I used the preset (middle) to add the point model subdivision;
Fourth, the setting of the light buffer. I gave 500 for the subdivision value here, of course, the higher the value, the better the quality of the graph, but who called us the computer Caini, 500 is 500.;
Fifth, RQMC sampling panel settings.
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You can use Xuanyun cloud rendering, and if you encounter parameters that you don't understand, you can consult customer service, and customer service will tell you the parameters to make your renderings more realistic.
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Materials, lighting.
There is a problem with the rendering parameter settings. Also, your lights have nothing to do with objects. Look at the inner **.
It's as flat as a piece of paper.
1.The lights are not projected. The bedside lamp does not project on the bedside table, nor on the wall. The same problem is with table lamps.
The chandelier, which has no projection on the ground, does not have any effect on the ceiling. Is the ceiling dummy lighted? It didn't work at all. The light outside the window doesn't have any shadow at all through the window and inside?
2.All self-assigned materials are not reflective. Floors, lampshades, bedside upholstery? Or Stone?
3.When rendering, the global light is not turned on, and other parameters remain to be seen.
4.You can only see this picture for yourself. It's really time for construction, and the material handover is a problem. Let's practice and play.
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Your materials, lighting, rendering parameters are incorrect... Send me your documents in the mailbox! I'll change it for you.
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The speed and effect of professional graphics card rendering are incomparable to that of gaming graphics cards. Even if a mid-to-high-end model graphics card like 760 (760 is not a high-end graphics card, it can only be regarded as a mid-to-high-end graphics card, and more than 770 is considered high-end), the rendering speed and effect of its 3D renderings are not comparable to professional graphics cards like Q2000.
The market positioning of the two is different, and it is difficult to say who is good and who is bad.
A gaming graphics card like the 760 is like a sports car in a car, fast and used for racing, while the Q2000 is like a large truck for transporting goods. Do you think the two can be compared together? In terms of speed, it is naturally fast to a sports car, but in terms of load capacity, can a sports car be compared with a truck?
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The time consumed by 3D graphics rendering is different, and the rendering effect is basically the same!
Professional graphics cards are faster and more time-efficient!
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In the pre-production, the professional card is better, and the distortion is lower than that of the game card.
In the end, the image depends on the CPU, and it has nothing to do with the graphics card.
I can't say the specific one or two sentences, Du Niang"With my 10 years of design experience, I will tell you what professional graphics cards really do", the article says it very clearly.
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Yes, it's not just the speed, the graphics card is not good, which directly affects the rendering quality, but also the higher the version of the graphics card, the better the visual effect, because the higher version not only has all the rendering technology of the lower version, but also has the high-quality rendering technology that the lower version of the graphics card does not have.
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The effect is the same, as long as the graphics card supports the same effect. The difference is that the processing speed during rendering is different.,It's shown to be how smooth it is.,It's often said that low-end graphics cards are very stuck when gaming.,But it's not said that you can't see the image.。 Unless the graphics card is too old to handle the direct blurred screen.
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That's the natural back influence, I use the GF5600 and the GF9600 (N card) to render the same scene in 3D, and the final structure is 9600, and the speed, the quality, and the quality of the output are all high.
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This definitely pulls 3D Max as renderings, and the requirements for the graphics card are relatively high, and it is recommended to buy a fast and good graphics card to do 3D Max
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Day, ** came to GF9600, mine only GF8800
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The visible surfaces cannot coincide, and once they coincide, there may be noise when they are rendered, so do not duplicate the surface if you make a mistake of 1mm.
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