Everytime i apply directx materials in max ecerytime i do undo or some simple operation max crashes . This is driving me nuts as i have to deal with only that type of realtime , i cant use other shaders that actually work better agh !
if i'm working on a char. i'll usually have standard material ready to go...then slap that on real fast if i need to make changes. i HATE the lag max has w/DX display...
love/hate relationships.....*sigh*
can you save your mats out as a .fx? i know you can do that...dunno if it'll help or not.
are you using the normal bump method? we had a lot of problems with crashes and the 10 minute undo shit when we were using it. switch to using a directX material, the standardFX.fx does most everything you need (AO, diffuse, spec, normal, reflection) and that should solve your problem.
Yeah, don't use the "DX Display" checkbox - or in fact, do that, but then click the "Save as .FX file" next to it, and then load the new .fx file into a DirectX9 shader material, rather than just using the "DX Display" checkbox on a standard material.
Much more stable and fast, so I never use the DX Display method now - mostly I use JIStyle's shader for normal/bump/spec, and then a couple of custom ones for different displays.
Johny man you NOOB. What are you thinking? haha Yeah I switched up to using directX materials as well with standardFX because it wasn't as buggy.
I also did something rather silly a while back. I was working on my Mosul project and I had turned on the shaders on all the textures in the scene. Hmmm...My video cards memory filled up quickly with a ton of 2048x4096 size textures. Max didn't run very long like that.
problem is you can't load psd files in to your normal bump shader. I always try and use max standard materials where possible. this issue should really be fixed
I was having Max crashes constantly in a similar fashion to you Johny. I would hit undo when I had DX shaders applied and it would crash. It seemed to be an "out of memory" issue from what I could tell, because I brought up my performance dialog while working and I would see the amount of memory max was using just go up, up, up as I moved things around in the viewport. Well, I eventually discovered that the crashes were being caused by a script I was running that put my poly stats in the viewport corner. This was a script I'd been using for a long time that was fine in Max7. Once I discovered that script was causing the crash, I started using Max's viewport statistic and the memory crashes stopped completely.
Yeah, use the DirectX shader. Then for your .fx file pick standard. I feel it doesn't give AS nice results as using the DX Display does (the shader seems to have less control than you get with a Max Standard) but for seeing a Diffuse, Normal, and Spec on your model in fast real time (without lag) then this is definitely the way to go. (In Max 9 anyway). I just recently upgraded to 9, and found it had ths, but I never found it in Max 8.
Hey guys, from reading this thread...I realize you mostly use standardFX so I wanted to pose this problem that I'm having. I use 3ds Max 9, and for whatever reason my AO lightmap won't show up in the 2nd channel (it has different mapping than channel 1)
I'm working on an art test for splash damage, and they'd like to see that. The diffuse, normal, and spec show up looking great in viewport. Any ideas? As I need to have the lightmap showing up as well.
I don't think Splash Damage is looking for a second UV Channel, so any lighting info you want baked in would have to into the diffuse. Unless they've changed their art test from the last time I looked at it?
Yeah, don't use the "DX Display" checkbox - or in fact, do that, but then click the "Save as .FX file" next to it, and then load the new .fx file into a DirectX9 shader material, rather than just using the "DX Display" checkbox on a standard material.
Much more stable and fast, so I never use the DX Display method now - mostly I use JIStyle's shader for normal/bump/spec, and then a couple of custom ones for different displays.
DX Display using standard material is clunky. It makes undo's in Max take a few minutes rather than seconds (just a draw back to it, as it refreshes all of your textures before it undoes). Thanks though!
Replies
what version you use?
i just stay on 8 with sp3...but this stupid crashes got into habit for me...
i would like it if some talented scripter could write their own normalmapping script though.
love/hate relationships.....*sigh*
can you save your mats out as a .fx? i know you can do that...dunno if it'll help or not.
Much more stable and fast, so I never use the DX Display method now - mostly I use JIStyle's shader for normal/bump/spec, and then a couple of custom ones for different displays.
I also did something rather silly a while back. I was working on my Mosul project and I had turned on the shaders on all the textures in the scene. Hmmm...My video cards memory filled up quickly with a ton of 2048x4096 size textures. Max didn't run very long like that.
you pushing "On" direct x shader option, before applying normal maps.
really solving a lot of problems, with shaders/crashes/unstability
I'm working on an art test for splash damage, and they'd like to see that. The diffuse, normal, and spec show up looking great in viewport. Any ideas? As I need to have the lightmap showing up as well.
Thanks a lot!
I don't think Splash Damage is looking for a second UV Channel, so any lighting info you want baked in would have to into the diffuse. Unless they've changed their art test from the last time I looked at it?
Actually I'm doing the environment art test, not the water cooler asset.
So yeah I'm going to need to get the lightmap working in the 2nd channel.
I'm going to ask the man Earthquake about this one.
As I see here, he's done a fine AO lightmap job...hopefully he has an answer.
http://boards.polycount.net/showpost.php?p=821730&postcount=25
I'm just hoping this can work using standardFX, I don't really get why it's not
Mop how do you load a directx 9 material????