Hello,
I'm new to 3ds Max and I have a problem wrapping a simple bitmap image to a sphere. I go to diffuse color, assign a bitmap but the problem is when I uncheck U and V tilings the bitmap does not inherit the lighting and shading option from the sphere (the sphere color is set to white).
Hello and thanks for the reply! Not quite! I followed the tutorial and as you can see from the screenshot 2 file the end result is much better now but the edges are still visible.
I even tried "cheating" and instead of applying white diffuse color to the sphere "behind" the mickey object I saved a pure white image in photoshop and applied it as a diffuse color tiled texture but it's the same. Tried to turn off "cast shadows" in properties...
Is the texture self illuminated? It looks like it is in your original post.
Try modifying the texture into a black and white image in photoshop, then use that image as a mask.
What you are posting are just screen captures of the viewport. Render the sphere, and see what the result is. That's what's important, not how it's viewed. Nitrous may be great, but it isn't perfect. Not every material will display exactly as it will render.
Chris Medeck
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I tried rendereing but the result is the same as in the viewport. I don't know what you mean by "self illuminated" joelgray. As I mentioned I'm new to max here. I'll try that "black and white" thingy and post how it went.
Pro Tip #543782:
When someone uses termonoligy that you don't understand....use the GOOGLE. It takes less time and keeps the conversation going in the right direction.
About the termonoligy Doughboy12. Yes, you are right and no joelgray, the image is not self illuminated. I also tried converting to grayscale (if black and white is what you were referring to) and trying in mask mode to no avail.
To be honest I'm bit frustrated here. I have to do bunch of research to wrap a simple image on an object seamlessly with the best 3d software whereas it should be a BASIC and obvious thing to do. The image background is RGB #FFFFFF and the object diffuse color is RGB #FFFFFF so can anyone tell me why there is a difference in shading when in theory the image lies on the exact surface as the object?
The previously linked youtube video showing the Composite workflow should have worked. If the Gamma change doesn't fix things, maybe archive your model (in the Save As flyout of Max, zips the file with all maps) and post it up here for us to take a look. There has to be something simple that needs to be tweaked, because, like you said, it shouldn't be this difficult. But we all overlook something too obvious once in a while, even seasoned veterans.
Chris Medeck
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Edit the bitmap to be same size as the ball?
Circumference of a sphere: 2πR
Half that, and that's your height.
Open photoshop, make a white backgrounded image of the above height... paste your bitmap in the middle. Merge layers, save as a jpg. Use that as your UVW map with tiling set to 1, and real world map size turned on.
Simples?
Darawork
AutoDesk User
Windows 10/11, 3DS Max 2022/24, Revit 2022, AutoCad 2024, Dell Precision 5810/20, ASUS DIY, nVidia Quadro P5000/RTX 5000/GTX760
It certainly should, but if not let's try a slightly different workflow.
@CAMedeck wrote:The previously linked youtube video showing the Composite workflow should have worked.