Preserve lighting while importing into 3ds Max for rendering.


AdrianDuf
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Hello, I have tried exporting my 3D Chief Architect model in .3ds, .dae, .stl through the file format options on Chief. It does not seem to save light data when I do render. There is either a lighting error and not lighting preservation or no error or preservation.  I tried to export .dae to SketchUp and open the SketchUp file, with no lighting, and tried .dae in Blender to .fbx, still no lighting. Then I tried the very last option on Chief export, VRML .wrl, this seems to have preserved a bit more than the previous options. 

 

Is there a way for me to import from Chief and have the lighting preserved, or am I able to fix the lights once imported? I don't want to redo the lighting on import. The VIFS items on the left in the photo are light objects, in the interior view, you can see there are cones coming from the recessed lighting, probably light angle data. Then there's a photo with the light errors upon rending. The file is attached below. I can't seem to get past this and I'm not sure what to do if I can't fix the lighting. Thanks for any help. Here's a link to the .3ds file https://drive.google.com/file/d/1ME8SJbaMexvQm9U-Mjpl8HRTGBOYgcS1/view?usp=sharing

Here is the link to the Chief .plan https://drive.google.com/file/d/1C1efatjP_NcC1HVYP-fhajkb3_0aXtFK/view?usp=sharing

 

Best,

 

Adrian 

 

Screenshot 2022-03-23 231917vrml.jpg

Screenshot 2022-03-23 233112.jpg

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1 hour ago, AdrianDuf said:

Hello, I have tried exporting my 3D Chief Architect model in .3ds, .dae, .stl through the file format options on Chief. It does not seem to save light data when I do render

Not possible to do, chief doesn't export emitters and usually emitters are on a software by software basis. Probably one of the big reasons for nvidias new platform, trying to make all modeling and rendering softwares speak to each other.
As with many modeling and rendering softwares, more often than not I plan on redoing emitters.
Certain softwares like thea do not need a dedicated emitter tool as it can be applied as a designation to the material.

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Thanks Renerabitt. I have more experience using Chief, not much using 3ds Max at all. Do you have any suggestions for a more photorealistic rendering than raytrace in Chief? Would doing the emitters of 10-20 lights be quick to do in 3ds Max or is there another program I could look into? 

If I don't have to redo lighting in 3ds Max, and just add the light emission that seems ok but I'm not sure how to go about that.

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1 hour ago, AdrianDuf said:

Thanks Renerabitt. I have more experience using Chief, not much using 3ds Max at all. Do you have any suggestions for a more photorealistic rendering than raytrace in Chief? Would doing the emitters of 10-20 lights be quick to do in 3ds Max or is there another program I could look into? 

If I don't have to redo lighting in 3ds Max, and just add the light emission that seems ok but I'm not sure how to go about that.

How photorealistic does it need to be?..chief can do a pretty good job, but for true photorealism you would need new furniture models.
1683816066_ExampleRendering.thumb.jpg.d05dcce06fb8461ef14deca42fae2893.jpg

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8 hours ago, Renerabbitt said:

How photorealistic does it need to be?..chief can do a pretty good job, but for true photorealism you would need new furniture models.
1683816066_ExampleRendering.thumb.jpg.d05dcce06fb8461ef14deca42fae2893.jpg

 

Yea I definitely agree Renerabbit, I started looking into 3D models through SketchUp and swapped out things, I left the Gato sofa but it is pretty blocky. Robs sofa is much better. I think the improvements he did are impressive. I'm looking to impress clients, I do Interior Design so the more photorealistic renderings are nice to have, I don't think it needs to be absolutely looking real, just having nice light and shadow I think are the most important, also the working lights :) Nice Insta and I like your kitchen build on YouTube! Looks like we're neighbors.

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I just wanted to follow up that my graphics card was the issue, I had an NVIDIA 1660 GTX so I was using CPU ray trace. The real time ray trace seems to come out lighter and that requires an NVIDIA RTX 270/280 or AMD Radeon RX 600 minimum specs. 

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