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Reference Image appears as Flat Color and Wont show

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Message 1 of 11
Anonymous
972 Views, 10 Replies

Reference Image appears as Flat Color and Wont show

Anonymous
Not applicable

Reference Image appears as Flat Color and Wont show

Hello, everyone. First of all, I would like to thank you for taking your time to read this thread.

Im completely new to 3DS and Ive been learning via the video tutorials...

As of now I am stuck on the applying a ref image to a bitmap node
in the Slate Material editor

I have the material assigned to the plane already
and they are both in the same dimensions at 400x400jpg and plane is length and width 400 400

However the image always appears as a flat color.
(I have pressed the "Show shaded material in view port" button already, its not a flat gray but a flat color of water is the general color of the image)

Below is a snap shot

Thank you for your time to read this!
http://
img.techpowerup
.org/160721/2016-07-20-22h58-04.png
(Please combine the url together)
0 Likes

Reference Image appears as Flat Color and Wont show

Reference Image appears as Flat Color and Wont show

Hello, everyone. First of all, I would like to thank you for taking your time to read this thread.

Im completely new to 3DS and Ive been learning via the video tutorials...

As of now I am stuck on the applying a ref image to a bitmap node
in the Slate Material editor

I have the material assigned to the plane already
and they are both in the same dimensions at 400x400jpg and plane is length and width 400 400

However the image always appears as a flat color.
(I have pressed the "Show shaded material in view port" button already, its not a flat gray but a flat color of water is the general color of the image)

Below is a snap shot

Thank you for your time to read this!
http://
img.techpowerup
.org/160721/2016-07-20-22h58-04.png
(Please combine the url together)
10 REPLIES 10
Message 2 of 11
Anonymous
in reply to: Anonymous

Anonymous
Not applicable

Update: Just found out that what happened is that the reference image is just multiplied over and over again very small.

How can I stretch the reference image to fit the poly?

http://img.techpowerup.org/160727/20...7-18h40-53.png

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Update: Just found out that what happened is that the reference image is just multiplied over and over again very small.

How can I stretch the reference image to fit the poly?

http://img.techpowerup.org/160727/20...7-18h40-53.png

Message 3 of 11
Alfred.DeFlaminis
in reply to: Anonymous

Alfred.DeFlaminis
Alumni
Alumni

Hello @Anonymous,

 

The solution to this particular problem is to apply a "UVW Mapping" modifier which will tell the texture how to project onto the surface.  The default is planar and you'll see results right away, but you can also find information here.  This may also be why your image always appears as a flat color, as the model doesn't have UV's for that area yet.  I hope this solves your problem and wish you the best as you learn more about 3ds Max!

 

Please hit the "Accept as Solution" button if my post fully solves your issue or answers your question. This lets me know that I was effective in helping you, and thank you for doing so.

 

Best Regards,

 

0 Likes

Hello @Anonymous,

 

The solution to this particular problem is to apply a "UVW Mapping" modifier which will tell the texture how to project onto the surface.  The default is planar and you'll see results right away, but you can also find information here.  This may also be why your image always appears as a flat color, as the model doesn't have UV's for that area yet.  I hope this solves your problem and wish you the best as you learn more about 3ds Max!

 

Please hit the "Accept as Solution" button if my post fully solves your issue or answers your question. This lets me know that I was effective in helping you, and thank you for doing so.

 

Best Regards,

 

Message 4 of 11
Anonymous
in reply to: Alfred.DeFlaminis

Anonymous
Not applicable

Thank you very much for the reply! @Alfred.DeFlaminis

 

Unfortunately im at the UVW mapping window now after entering through the Modifier window and hitting the drop down box

 

But I still cant seem to find a way to stretch the image over the planes topology...

 

 

0 Likes

Thank you very much for the reply! @Alfred.DeFlaminis

 

Unfortunately im at the UVW mapping window now after entering through the Modifier window and hitting the drop down box

 

But I still cant seem to find a way to stretch the image over the planes topology...

 

 

Message 5 of 11
Alfred.DeFlaminis
in reply to: Anonymous

Alfred.DeFlaminis
Alumni
Alumni

Hello @Anonymous,

 

Ok, no worries!  If you look at the middle of the modifier you'll see a section labeled "Alignment".  Try X, Y, and Z until it matches correctly with the orientation you prefer.  If for some reason the gizmo (orange box made by the modifier) isn't the right size, you can try hitting "Fit" manually typing in a length/width in the mapping parameters.  If your texture is square, you'll want to make sure the length and width are the same.  Keep me posted!

 

Please hit the "Accept as Solution" button if my post fully solves your issue or answers your question. This lets me know that I was effective in helping you, and thank you for doing so.

 

Best Regards,

0 Likes

Hello @Anonymous,

 

Ok, no worries!  If you look at the middle of the modifier you'll see a section labeled "Alignment".  Try X, Y, and Z until it matches correctly with the orientation you prefer.  If for some reason the gizmo (orange box made by the modifier) isn't the right size, you can try hitting "Fit" manually typing in a length/width in the mapping parameters.  If your texture is square, you'll want to make sure the length and width are the same.  Keep me posted!

 

Please hit the "Accept as Solution" button if my post fully solves your issue or answers your question. This lets me know that I was effective in helping you, and thank you for doing so.

 

Best Regards,

Message 6 of 11
Anonymous
in reply to: Alfred.DeFlaminis

Anonymous
Not applicable

@Alfred.DeFlaminis

 

Ive tried everything you said and fit is the only thing left untried.

 

For some reason the "Fit" icon is darkened and wont let me click it.

 

Right now I can see that the orange box probably the problem since its small box size is the same size as each of the tiled images.

 

0 Likes

@Alfred.DeFlaminis

 

Ive tried everything you said and fit is the only thing left untried.

 

For some reason the "Fit" icon is darkened and wont let me click it.

 

Right now I can see that the orange box probably the problem since its small box size is the same size as each of the tiled images.

 

Message 7 of 11
Alfred.DeFlaminis
in reply to: Anonymous

Alfred.DeFlaminis
Alumni
Alumni

Hello @Anonymous,

 

Can you attach the file for me so I can take a closer look?  I think that may be helpful! 

 

I remember when I was learning Max it seemed so foreign to me, and it took me a little bit of time to think in the same way as the software.  I highly recommend the tutorials which guide you through some of this stuff to make it easier to understand for beginners.   (Though still attach your file, I'm happy to take a look!)

 

Best Regards,

0 Likes

Hello @Anonymous,

 

Can you attach the file for me so I can take a closer look?  I think that may be helpful! 

 

I remember when I was learning Max it seemed so foreign to me, and it took me a little bit of time to think in the same way as the software.  I highly recommend the tutorials which guide you through some of this stuff to make it easier to understand for beginners.   (Though still attach your file, I'm happy to take a look!)

 

Best Regards,

Message 8 of 11
Anonymous
in reply to: Alfred.DeFlaminis

Anonymous
Not applicable

@Alfred.DeFlaminis

 

Okay here it is!

 

 

0 Likes

@Alfred.DeFlaminis

 

Okay here it is!

 

 

Message 9 of 11
Alfred.DeFlaminis
in reply to: Anonymous

Alfred.DeFlaminis
Alumni
Alumni
Accepted solution

Hello @Anonymous,

 

I see the problem, all you need to do is uncheck "Real World Map Size" on your UVW Mapping modifier.  When it's checked, it will disallow the scaling of the UVW mapping modifier so that the dimensions of the texture are correct based on the information given in the map slot.  So for you, just unchecking it lets things function normally.

 

Please hit the "Accept as Solution" button if my post fully solves your issue or answers your question. This lets me know that I was effective in helping you, and thank you for doing so.

 

Best Regards,

Hello @Anonymous,

 

I see the problem, all you need to do is uncheck "Real World Map Size" on your UVW Mapping modifier.  When it's checked, it will disallow the scaling of the UVW mapping modifier so that the dimensions of the texture are correct based on the information given in the map slot.  So for you, just unchecking it lets things function normally.

 

Please hit the "Accept as Solution" button if my post fully solves your issue or answers your question. This lets me know that I was effective in helping you, and thank you for doing so.

 

Best Regards,

Message 10 of 11
Anonymous
in reply to: Alfred.DeFlaminis

Anonymous
Not applicable

Thank you so much!!!!!

 

That is the solution!

I unchecked it before in the bit maps window

but not in the UVW Mapping modifier!

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Thank you so much!!!!!

 

That is the solution!

I unchecked it before in the bit maps window

but not in the UVW Mapping modifier!

Message 11 of 11
Alfred.DeFlaminis
in reply to: Anonymous

Alfred.DeFlaminis
Alumni
Alumni

Hi @Anonymous,

 

I'm glad it worked out!  Best of luck on your project and have a great week!

 

Best Regards,

0 Likes

Hi @Anonymous,

 

I'm glad it worked out!  Best of luck on your project and have a great week!

 

Best Regards,

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