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Problem in texture preview with real world scale & color correction modifier

Problem in texture preview with real world scale & color correction modifier

gazarika
Contributor Contributor
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Message 1 of 21

Problem in texture preview with real world scale & color correction modifier

gazarika
Contributor
Contributor

Hi I have a problem when using the color correction modifier with a texture that have a real world scale map, the scale of the texture in the preview is wrong and blury.

I want to see it correctly when adjusting settings in the color correction modfier

Plz help

check attached image

6,086 Views
20 Replies
Replies (20)
Message 2 of 21

lightcube
Advisor
Advisor

Go to your Viewport Configuration (right-click the viewport display label like Realistic/Shaded) and choose Configure. Then click the Display Performance Tab. You'll need to increase the Baked Procedural Maps and/or the Texture Maps maximum pixel settings. That should help you.



Shawn Olson

Developer of Wall Worm
3ds Max plugins and Scripts

3ds Max 4/Gmax - 3ds Max 2020
Mudbox 2009-2019

Windows 10 x64
i7 8700K
64GB RAM
Geforce 1080ti
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Message 3 of 21

gazarika
Contributor
Contributor

lightcube I'm talking about the preview in the material Editor not in the viewport, plz check the attached image

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Message 4 of 21

lightcube
Advisor
Advisor

Ahh... sorry about that.

 

Try this:

 

Right-click your map in the material editor slot, choose options, then Check the Auto-Select Texture Map Size checkbox OR check the Use Real Worl Map Size for Geometry Samples. Those seem to affect the display of the map in the material editor. They'll be affected by the underlying bitmap's real world width/height dimensions.



Shawn Olson

Developer of Wall Worm
3ds Max plugins and Scripts

3ds Max 4/Gmax - 3ds Max 2020
Mudbox 2009-2019

Windows 10 x64
i7 8700K
64GB RAM
Geforce 1080ti
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Message 5 of 21

gazarika
Contributor
Contributor

Sorry it didn't work Smiley Sad plz go try it your self.

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Message 6 of 21

lightcube
Advisor
Advisor
I did try and both of those checkboxes affect the display of the map. The actual scale of the underlying bitmap is factored in. I managed to change the bitmap size parameters to where the map displayed poorly or not, but was never able to get the same blurry results you had. Mainly I am just sharing the things I'd try to fix it, but if it is none of these then perhaps there is something more ominous like a video driver problem or something else.


Shawn Olson

Developer of Wall Worm
3ds Max plugins and Scripts

3ds Max 4/Gmax - 3ds Max 2020
Mudbox 2009-2019

Windows 10 x64
i7 8700K
64GB RAM
Geforce 1080ti
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Message 7 of 21

gazarika
Contributor
Contributor

could u plz open a new 3ds max file 
put both unit scale & system unit scale to cintemeter

make a new material with a bitmap 
make this map a real world scale and make it 100 cm , 100 cm (like the attached image)

then apply the color correction modifer then uncheck show end resault

and now see the different betwen how the texture will look it self and how it will look inside the color correction modier

(like the attached image)

 

 

 

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Message 8 of 21

PROH
Advisor
Advisor
Well it didn't work for me either. We're talking about 2D map results from Color Correction and a couple of other maps, that shows a ridiculous unusable result, and have done so for ages. Your solution does only affect the 3D representations, and I honestly don't think there are any way to make the 2D results show things better - and yes, I did try other options as well, like changing the default bitmap size value.

NB - I work almost always in Real World Scale and mostly my system and display units are set to meter, and it might be different when not using these settings.
___________________________________________________________________________________________________
3dsMax 4.2 to 2018
AutoCAD 2000 to 2018
Infrastructure Design Suite Premium 2012 to 2018

Message 9 of 21

lightcube
Advisor
Advisor

After changing my system scale to centimeters and using all real world scale, I replicated this. I've never noticed this, probably because I never had the scenario of using RWS bitmap piped into Color Correction. So yes, it does look like a bug to me.



Shawn Olson

Developer of Wall Worm
3ds Max plugins and Scripts

3ds Max 4/Gmax - 3ds Max 2020
Mudbox 2009-2019

Windows 10 x64
i7 8700K
64GB RAM
Geforce 1080ti
Message 10 of 21

gazarika
Contributor
Contributor

so where could we report this bug plz?

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Message 11 of 21

Steve_Curley
Mentor
Mentor

Help > Speak Back > Report a problem...


Max 2016 (SP1/EXT1)
Win7Pro x64 (SP1). i5-3570K @ 4.4GHz, 8Gb Ram, DX11.
nVidia GTX760 (2GB) (Driver 430.86).

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Message 12 of 21

CAMedeck
Advisor
Advisor

I've seen this behavior in Max since they came out with Slate Material Editor.  It would be nice if the Color Correction preview was scaled the same as the Bitmap preview.  I've just learned to live with it.

Chris Medeck
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Message 13 of 21

gazarika
Contributor
Contributor

 2 years of reporting and sending feed back and still no fix for this 😞

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Message 14 of 21

Alfred.DeFlaminis
Alumni
Alumni

Hello @gazarika,

 

I see your bug report in there, but this is not so easy to fix and will require a large portion of the color correct node to be rewritten which isn't something that can be done right now given the low impact of the problem. I just didn't want to leave you in the dark about it. 


Best Regards,

Message 15 of 21

CAMedeck
Advisor
Advisor

@Alfred.DeFlaminis thank you for letting us know that the bug is logged, but not easily remedied.  The community appreciates your honesty and transparency.  

Chris Medeck
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Message 16 of 21

Alfred.DeFlaminis
Alumni
Alumni

Thank you for the kind words @CAMedeck, you are always so polite!  Much appreciated.  

 

One thing I have discovered is that sometimes just letting people know about these little things or filling in the blanks about certain concerns can make a big difference.  I will continue to do my best in this regard, within the guidelines that are laid out for me.  Thanks again!

 

@gazarika, I really appreciate you taking the time to log this in the first place and if you ever have concerns such as the above please don't hesitate to PM me and I'll do whatever I can too either log the issue, solve it, or make sure you are informed about it if it's within my power.  


Best Regards,

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Message 17 of 21

luke
Contributor
Contributor

4 years since this was reported and it's still an issue...? 

come on guys... 

Message 18 of 21

Anonymous
Not applicable

Sorry not sorry to resurrect a 5-year old thread, but this is actually a workflow issue, not just a cosmetic UI one.

 

If you choose "render map" on a color correction node, it renders the mis-scaled preview image rather than a full repeat of the texture.  This is a problem for interoperability with platforms (like Revit, Unity, and pretty much anything else with a simple shader system) that require max procedurals to be baked down to flat textures (or just optimizing deep material trees for performance).

 

The mis-sized preview affects everything downstream as well, so adding a null Output node or similar after it and rendering that isn't a workaround.color correction issue.png

Message 19 of 21

srki.lp
Participant
Participant

This "problem" bugged me for years and I was hoping it would get solved with max 2022. But sadly it did now. What I do as a workaround is this: make sure to turn off RWS for all input maps that go into color correction node. Color correction node will now show correct preview. Render it out. Plug in rendered output to bitmap node with your rws settings turned on. Now you have a bitmap node with RWS on, which is color corrected as you wanted.
Hope this helps.

Cheers!

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Message 20 of 21

gazarika
Contributor
Contributor

its 2023 and I can't believe that this problem still exist! 8 years ago! I am an Architect and I can't work without RWS 😞

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