Hi everyone,
I was wondering if there was a way to change that problem, whether I am looking into the viewport or a render, the background elements seem to get blurry whether it is a texture or a mesh.
I want everything to stay 'crisp' and sharp, especially if it is for a beautyshot.
If you can help please do not hesitate to do so.
Thanks!
Replies
For rendering, what are you using? Scanline, Mental Ray, Vray?
For the viewport, what do you have it set to? Customize > Preferences > Viewport tab > Customize Driver. Have you tried using different settings for Texel and MipMap look up?
When was the last time you updated your video drivers? What kind of video card do you have?
What version of max?
sorry about the lack of information, see how the end blurs out? I hope this is not normal:
DOF is not on hence I am using normal default scanline render.
Direct3D 9.0 (NVIDIA GeForce 8600 GT)
I honestly do not remember the last time I updated my drivers, I am updating them now as we speak. I also am using 3ds max 8, I personally did not like 2009 because it gave me problems, not sure if I should go back and use it again or not.
You can just unsharp mask it in photoshop afterwords, also it would help to see your texture, as it doesnt look like the texture itself is particularly sharp.
Like EQ mentioned the Area AA filter is a mess. In Render Setup (9) > Renderer tab, change the Anti Alias filter to Catmull-Rom and toggle Filter Maps and Enable Global Super Sampling.
Vig: thanks for your non stop support. After reading it was on default 'Area' and have not used max render for a long while. I COMPLETELY forgot about those settings, it helped check it out.
this is really bad especially right before the contest...:O
It kicked so much ass that autodesk included it in 3dsmax 2008 and threw theirs away.
Also try reset xform and welding the verts in edit poly vert mode and in the UV editor. With a very low threshold. As well as reset your smoothing groups. It looks like the exporter was set to break off each poly?
Neox: Since I am plannin on rendering in 3ds max, I was afraid that the scene will start lagging if I added everything in one scene, now I know it does nothing, because the entire scene is 12k lol. Too late for that, because I really do not want to go back and re uv everything.
Vig: hehe, 2008-2009. I will check them out, as far as I tried smoothing group have no effect what so ever, whether it is imported as 'single' or 'multiple' this really shouldn't happen, but it is...
Anyways I want to thank everyone for their time trying to help me out, if you guys got more ideas, throw them at me! I actually got an idea to save the uvw and Load it into the new scene hoping that might fix everything. I will keep you posted.
Yea it wasn't that way the first week or so of the contest. If you're going to use max you should probably pick up a copy of shaderfx, which you should do anyway since its free for personal use.
What happens if you apply a simple planar map?
I don't think loading and saving the UVs will do the trick but its worth a shot.
Each vert/face is given a number, those numbers change when you export/import. Vert/face 01 might be on the forehead before export and vert/face 01 on the import could be in the neck. What you get is a crazy jumble of pieces that look like your original unwrap.
That can happen if you copy and paste one UV to another element, even if they look the same and have the same counts it's going to jumble up the order. You might need to re-unwrap after the import.