@Anonymous wrote:
for the filaments, I added a material and set it to be emissive. Is this the same as a mesh light you mentioned?.
No, an emissive material is not the same as a mesh light. Just like in Inventor there is a big difference between materials that emit light and an 'actual' light.
It's mostly prominent in how much "noise" they generate, which is much higher for emissive materials.
(which is also noticable in your screenshots.)
@Anonymous wrote:
The biggest issue I have so far is getting things selected to assign material properties. with a large number of bulbs each with tiny features in it theres lots of hiding and moving around the model. can you select items by similar size or by name in anyway?, ideally adding these into a manageable group?.
There might be some advanced selection techniques available, but i'm not familiar with them... best check over on the 3DS Max forum or see if you can find some good youtube tutorials.
@Anonymous wrote:
Also not sure if I'm missing anything obvious, but how do I make and save a scene?. I started using a workflow to pull my inventor model into 3ds. built a background camera and lights from this. I needed to repeat this for another model. From inventor you get asked to created a new 3ds scene use an existing one or merge. I wanted to save my original scene and reuse it, but I ended up with two models on top of eachother. Lots of deleting later it worked ok.
You could use an "empty" setup as your template, or save your scene then import the new stuff and save under a different name.
As for stuff being on top of eachother, if you close the group you can move it as a whole (or delete it as a whole) so you don't have to do that for each individual object.
@Anonymous wrote:
anyway to sync materials in Max with inventor?, If I could assign a material in a part it would filter into all my assemblies.
You can import a model from Inventor with the materials (and materials ID's) assigned, you can then select those materials with the dropper (pipet?). Once you have them on the slate/sample slot you can easily turn it into a 3DS Max material (for whichever renderer you're using) and it will change it for all objects with that inventor material assigned.
@Anonymous wrote:
Anyway some images attached!.
Not sure, if the rendering of the lights isn't very visible due to the camera distance rendering technique, ouput resolution.. or a valuable lesson was learned that rendering tiny objects on big assemblies doesn't really make a difference.
Thanks again for your help! Its a neat little package 3DS, I've enjoyed using it will keep learning on it.
Looks like you've gotten quite some work done in a short period, impressive!
For as far as i can tell this is mostly lit with the emissive material, if you did add a light to the scene it isn't a mesh light.
Similar to the advice given for the Inventor render, a combination of both emissive material and a light works best.
(this is actually how they instruct on using the mesh light on the SolidAngle webpage i linked.)
Still, i like where this is going and glad you enjoy 3DS Max.
Keep it up, can't wait to see your endresult!
Niels van der Veer
Inventor professional user & 3DS Max enthusiast
Vault professional user/manager
The Netherlands