Hi all
I am relative new in 3ds Max and I hope that one of you can help me.
I have importated an AutoCAD file to 3ds Max. The file contain one object. I have extruded the object and would like to deform it. However, my object have no segments. Is there an easy way to add segment to the object?
Or do I have to convert to editable poly and add vertexs?
Best regards
TipTop3dsMax
Maybe you'll get away with the Quadify Mesh modifier.
If your AutoCAD object is a shape/Editable Spline object, then you can control the Interpolation setting via spline object's settings. This will control the steps in your spline's edges. You can also add segments to the height of your extrusion by increasing the Segments setting via Extrude modifier.
If your object is a mesh, then you can use several tools that use parameters and not involve adding segments manually in Editable Poly:
a) Apply Tessellate modifier and set Tension to 0. Select higher Iterations setting for more segments.
or
b) Apply Subdivide modifier and adjust Size. Note: Subdivide modifier subdivides into triangles. You can apply Quadify Mesh as Stefan mentioned on top of Subdivide for a cleaner mesh.
or
c) Apply Meshmooth modifier. Change Subdivision method to "Quad Output." Increase Iterations to a resolution you want to use, Leave Smoothness at 1. Under Smoothing Parameters, change Strength setting to 0 and turn off "Smooth Result" in Surface Parameters.
Above methods should give you added segments for deformation.
Hello and thank you for the thorough reply. I am using Inventor and tried solution (c) Apply Meshmooth modifier. Change Subdivision method to "Quad Output." Increase Iterations to a resolution you want to use, Leave Smoothness at 1. Under Smoothing Parameters, change Strength setting to 0 and turn off "Smooth Result" in Surface Parameters.
It seems to work is this the best for Inventor as well? I am little confused as I am trying to understand the ifeerence between Iterations and sgements. In your reply when you say "Above methods should give you added segments for deformation." super newbie here, does this mean it is automatically added so can you go somewhere and control the number of segments like you can when you create a primitive from scratch?
I am trying to add a displacement map on the object and it seems there are not enough segments to really show up.
Thank you Steve, excellent explanation 🙂 , My biggest problem is actually how do I change the number of segments on the part I have imported from Inventor after it has been imported into Max? So once I have follwed the import directions in (C) above where would I go to add segments to the part?
Depends on how the object imports. If it comes in as an Editable Spline then highlight the Editable Spline in the Stack, go to the Command Panel on the right, Modify tab (2nd from the left), and expand the Interpolation rollout. Change the settings in there to increase the smoothness of the curves - turn off Optimise, turn on Adaptive (or increase the Steps). To change the Segments highlight the Extrude Modifier in the stack - the Segments value is at the top of the only rollout (Parameters).
Thanks again, cant tell you how much I appreciate the replies. I have a huge number of objects to create in Inventor that need to be edited in Max and I need to get a workflow going so I am really in the dark on how to accomplish this as I am not even sure what screen to go to to find what you have displayed.
To start I have the choice to import from Inventor to Max as either a body object or a mesh. Which should I choose? Once I choose where would I go In max to find the segments. Do I go to the modifier tab?
I am trying to displace the face of the object imported from Inventor, to look like the picture below. I can easily do this by creating the object in Max and making about 30x30x10 segments on the Max piece and using a texture to displace it. Problem is my work flow is in Inventor because I need to create all the parts in precision, then want to import to Max displace the face.
I am attaching a raw Inventor file that will import into Max for you to look at and maybe you can tell me where to begin. When I try to do the same displacement on the raw inventor file in Max I get virtually no displacement as there are not enough segments.
Hi.
I couldn't read the .ipt file because I get this error. It seems the fix only applies to Windows 8. I'm on Win 7.
Steve seems to have provided good suggestions. I don't know how complicated your objects are, but if they're as simple as your wall object appears to be, then use Editable Poly.
These are older threads where the users had trouble with imported Inventor model and needed cleaning up.
http://forums.autodesk.com/t5/modeling/importing-model-from-inventor-as-quad-mesh/m-p/5037590
If importing as Body object, you will have lots of flexible/editable parameters but may also run into issues like this one:
http://forums.autodesk.com/t5/3ds-max-3ds-max-design-general/help-identify-screenshot/td-p/4292893
Hi Steve. Thank you. What do you suspect is the problem? Could I trouble you to re-save as 2014?
@Steve_Curley wrote:
You mean the "inventor server not installed"? Not really sure - I've not had that problem myself, though I don't have any AD s/ware apart from Max. Could be an uninstall of an old version of Max took it away? If I check in Programs and Features then I have Inventor Servers for 2013, 2014 and 2015, but not for 2012. 2012 attempts to import it but there's a version mismatch so it can't load it.
Have you kept the install folder the Max installer creates? C:\Autodesk\Autodesk_3ds_Max_2015_EFGJKS_Win_64bit_dlm\x64\Inventor_Server - the .msi installer is in there.
2014 .max attached 🙂
Thank you very much for the file, Steve. Yes, I still have the .msi in the folder. Should I re-install it?
TipTop3dsMax, It seems to make no difference when I use Body Object and convert to Editable Poly or use Editable Mesh import. So, use whatever is more convenient for you. For displacements, it really doesn't matter if your use Faces(Triangles) or Quads, but if you want to use a cleaner looking topology, you can certainly use Quadify modifier. If you use Quadify, be mindful that it will slow down your scene when using small % amount. It's best to use a larger % amount with Quadify, then use modifiers such as Meshsmooth or Tesselate to further subdivide your mesh. See attached scene example. I used the scene that Steve provided in his previous comment.
@Steve_Curley wrote:
Good question. Does Windows say it's installed? If so it may be worth uninstalling it then installing. Just an install might complain that it's alreaady there and do nothing. I'm guessing a bit because I've not had to do this on my system.
It says it's installed. I'll uninstall and re-install it. Thanks again. 🙂
Edit: I've had no problem importing .step files before.
ekahennequet, Steve, Thank you guys! I downloaded the zip and it looks like you did it. I will try and learn from your settings. If this works you will have saved me a massive amount of work. Now to use Max to do a boolean cut in an object with 3 million polygons without my computer going thermo nuclear! But that is for another thread. Thanks again I will try and use this info you gave me to my advantage.
Great forum you guys rock!
OK I am getting great results on all 3 versions. Now.. what is the best way to optimise this so I dont have to many polys? By reducing the Quad Size, or Iterations, or what would be a good balance?
You're welcome. I'm glad to be of help. 🙂
When you use the Quadify, you control how big your quad sizes are thus optimizing polycount. With Meshmooth/Turbosmooth Iterations, you are basically subdividing each poly by 4 with each iteration, which means you poly count increases by 4 times. I think you should be the judge of what is optimal. Use what looks good with the lowest number of polys.
If your final application for the project is rendered images only, then you can also use bump maps and/or normal bump maps to give the illusion of more depth. Normal mapping is great, but it's a bit more involved, and you will need to read up on Render to Texture as well as UVW Unwrap. There is a learning curve for both topics, but they're worth learning if this interests you. The basic idea is that you use a high-resolution model to generate Normal bump map to project onto a low-res mesh.
Using Projection to Create a Normal Bump Map
Great resource for info on Normal Maps: