Model not seen on render.

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Old 03 March 2013   #1
Model not seen on render.

Hello all,

I am having problems to make a model appear on the render. I tried flipping the normals, still it doesn't show up the way I want it. The model shown on the picture has a lot of parts and none of them are visible on the render. The image shows exactly the camera setup which is very constrained here as I am using a 2D image in the background. I remember the model used to be visible before.

And here is the render.

Thanks all.
Old 03 March 2013   #2
Make sure the material of model corresponds to your render assign
Old 03 March 2013   #3
Also, you're in the front view, which may be a problem.
The Z-Axis
Old 03 March 2013   #4
Thanks Klimuk & dathviper.

Klimuk: I don't have any materials assigned to any of the parts of the model.

darthViper: I could see the model in the render in the front view a few days back. It something happened just recently.
Thanks all.
Old 03 March 2013   #5
Check your object properties ( or layer properties )
there are specific properties called "Renderable" and "Visible to Camera" and similar, which are only respected in the rendering - not in the viewport
And of course be sure to really render out the correct viewport, which has the model visible

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Old 03 March 2013   #6
Thanks Spacefrog,
I will have a look at it. Is there any problems with rendering in the front viewport? I am constrained to be on this view because I have a 2D image on the scene which acts as a background and I also have some buildings already created and aligned to the buildings on the 2D image.

Thanks all.
Old 03 March 2013   #7
Using a viewport in that manner seems a bit odd because what happens if you zoom/pan etc?

Normally you create a camera that is aligned to a particular viewport (the view from the static camera always being the same). 3dsmax's viewports are all orthographic apart from the perspective-view. So in an orthographic view your geometry will always be the same size no matter how far/near it is. I would have thought you needed perspective what with a space ship that will presumably be moving relative to the camera/viewport.
Old 03 March 2013   #8
Thanks Sidow for the nice brief explanation.

How about putting the image as the viewport background and then aligning the buildings to it. Just asking, have to try it out, I am not in front of the computer.
Thanks all.
Old 03 March 2013   #9
Here is the render of the scene where the image is setup as a viewport background. Now I am wondering how to align my buildings onto the buildings on the image. During the aligning process if I pan or move around in this setup then the alignment is lost. I feel this way it is very tedious. Is this the only way to do this thing or is there any workaround?

Please advise.

Thanks all.
Old 03 March 2013   #10
What is the space ship going to do? Fly across all of those buildings? Is the camera going to move, or is it static?
Old 03 March 2013   #11
Space ship will move in to the city and will come to a halt, then the fighters will come down from the ship and then the attacking starts, kind of what you have seen in the movie Independence day. Pflow in combination with FumeFX that's the way I am planning to work it out. Just trying to master Pflow and FumeFX through this project.
Thanks all.
Old 04 April 2013   #12
Hi all,

Is there any workaround for this? Please advise me on how to align the buildings when the image is setup as a viewport background.
Thanks all.
Old 04 April 2013   #13
Nobody here who has an answer on this. New to using 2D images on projects. Please advise.
Thanks all.
Old 04 April 2013   #14
You'll want to make your camera (Ctrl + C makes a camera in whatever position you have currently, whilst in perspective mode), align the buildings, and then stop moving the camera. If you need to move around the scene, hit 'P' to go into Perspective view (which, if you're currently looking through a camera, will be identical to that camera angle). You can move around here all you like. Then, when you want to go back to make a render, hit 'C' and you'll go straight back to your camera (or, if you have multiple cameras in the scene, get a list of them to choose which one to go to).

Old 04 April 2013   #15
Thanks DanGrover.

This was the method I was going on with since beginning. But for some reason I was thinking more on this method,on how it would affect later on during the progress of this project. But now it seems like all the confusions are clear.

Thanks again.
Thanks all.
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