#Frustrated – rendering
4 messages in this thread
I am very frustrated!!
I have a SVGA card, 1024×768 w/ 256 colors, which will of course handle
everything below that. My driver seems to work fine. I can render all of
the images that came with 3ds rel 1 beautifully, in any resolution I want.
I can also use the materials editor, and view any of the materials.
But when I try and render my own creations, using anything but the simplest
material (translation – any texture material) the whole thing blows up. My
renderings come out completely, glowing white.
I first thought it was a problem with only 256 colors available
(translation
– it used up too many of the color slots doing the basic "grey-paint"
surface and couldn't handle the pitted-metal) so I tried reoff
ndering a single
cube with just pitted metal, No luck. The side away from me was the color
of the ambient light, and the main surface facing the light was pure white.
SO I tried rendering the thing at 320×200 VGA. I figured if it can render
it in the materials editor at this resolution, it should render it here
too. Still didn't work. Any ideas? I've tried just about everything I can
think of. What is it about the sample drawings that they can use textures,
and fancy colors, and there's no problem, but I can't even get something
like brick to work?
Thanks for any ideas…
James.
Have you gone through the tutorials that explain how to apply texture maps
to objects? It sounds like you're probably applying materials with maps,
but not applying mapping coordinates.
– G
James,
Besides Gary's suggestions on applying mapping coordinates after
choosing and applying materials: Are you placing other lights (omni or
spot) in your model? I presume you are Rednering, not using Preview.
Kevin Krell – Computer Support Associates
Yeah, I'm using two omni lights. I don't want to worry about adding the
spots until after I've got a satisfactory image. Thanks for the suggestion
about maps though… I'l try it!