Hosting 3dsMax rendered images as png
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I’m assuming it looks like it should on your drive?
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well, assuming your BG is black, that explains the background transparency. as for the difference in texture, the fact that the JPG has the texture ‘properly’, either you have an alpha modifier on your model/materiel slot, or the texture itself has an alpha channel that you may have accidentally messed with in whatever texture program you use.
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I took the liberty of saving the png to my disk to have a look at the file…
Background colour is a medium gray, the alpha channel looks fine, and when viewd in an image viewer, and in an editing app, the image looks as it should, doesn’t seem to be anything wrong with it.
Have you tried uploading it to any other web gallery, see how it looks on their site with their gallery code, might be just a glitch in the code here connected with auto-resizing.
DPI 2? Strange but shouldnt make a difference,
Whoa… ‘original colours 16.7 million 64 bits per pixel’
Max render? what engine you using and what damm weird file save settings
Was it a multi pass render?
As in has your setup somehow shoved two 32bit rgba layers into a single file…
Maximum oddness…
Kill the file and rerender, check your settings before saving, failing that run it through some cheap image viewing/conversion util like irfanview, load and resave, to get a clean 32bit rgba image. Then reupload
Thats your problem right there, 64bit png…
Guessing here (long long long time since I used max) that this is some ‘advanced multipass render’ format variation, couple of extra 8bit channels in there, spec or zbuffer or who knows what, far as I know most browsers wont support that, they like vanilla 32bit rgba.
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64 bits per pixel indicates you are saving the file as a 16-bit RGBA image. It is likely that common hosts strip that down to 8-bit and thus screw it up.
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Thanks for all your helpful suggestions. I have ran through them all, and ended up checking the renderer. Can’t remember exactly which type I had assigned, but it was probably a multi-pass one. Set that back to the default Scanline one, saved it as highest quality .png (48 bit, 281 trillion) and all was fine.
All sorted, thanks guys.
The way it was supposed to be:
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Scrap that, that only worked on one of the models. I’m pretty sure now it’s a conflict between the Gamma & LUT settings on my computer and Max, and whatever I do, I’m not able to sort it.
Wanted to reinstall MAX anyways, so that’s what I’m doing. See if that helps.
(Any uploaded images that are broken I will fix shortly)