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All the main navigation modes make use of the middle mouse button. There are, however, other ways to orbit. Their functions will be discussed as we go through this chapter. Open the. You will see an assembly of un-textured models that form an industrial platform. We'll practice zooming around these, as having objects in the scene gives a more visceral feeling to the views than an empty scene does. In the bottom-right corner of the UI there is a panel of viewport control buttons. In the following screenshot, these buttons are shown on the left for the Perspective view and are shown on the right for the Orthographic views basically the same except for Region Zoom shown by default in Orthographic as FOV doesn't work in Orthographic views.
Zoom mode, if chosen here with the magnifying glass icon , permits a very smooth forward and backward motion of the virtual camera. You can also zoom if you scroll the mouse wheel, but that is an incremental zoom.
This somewhat clunky key combo can be changed to suit in the Customize Customize UI Interface dialog in the Mouse tab in the settings under Category Navigation. This has several tabs at the top. Click on the one called Mouse. The default zoom uses the center of the active view. The zoom options just mentioned use the cursor location in the view.
Checking these two options lets you zoom into objects under the cursor more easily, without having to pan. Below this is a numerical input field for Wheel Zoom Increment. The lowest number it accepts is 0. Enter 0. This scene has been scaled so that this value works well.
In larger scenes, you may find the increment doesn't work so well. The thing to do is try out values until you're happy. Notice as you zoom now with the mouse wheel in the Orthographic views top, front, and left that zoom has a different feel than scrolling in the Perspective view , which seems faster. To reframe a view, if you are lost, it helps to select an object or polygon and press Zoom Extents Selected , discussed next. When you are spinning around an object, it frames the selection in the current view.
The default for the flyout with the icon is Zoom Extents , which frames the whole scene, but I find that Zoom Extents Selected is much more useful because it lets us locate items we've selected by name. Select By Name H is a command that lets you choose objects from a pop-up list. You can also use the legacy Orbit command via its icon in the view controls panel. If you drag the crossed squares, the cursor changes to indicate that you'll be orbiting in one axis, either up and down or side to side.
If you drag outside the circle, the cursor changes to indicate you'll tilt the view. The Orbit icon we mentioned, , actually has three settings. I find that almost always I use just one, but it isn't the default. If you click-and-hold the flyout icon, it reveals three options. Any icon in 3ds Max with a black triangle in the bottom-right corner has the same flyout options, a convention also seen in many other applications. The following screenshot shows the flyout buttons:.
The last option works well when you are editing some small part of an object and want to orbit around that part, but it also works fine at any level of selection. Usually I set 3ds Max to use this and leave it that way. The ViewCube is a tool introduced to many Autodesk products so they share a common basis for navigation.
It is debatable how many people really use this tool, but for new users it is certainly a good way for learning how 3D space works. Power users will probably turn it off to save memory. Of course, it is possible many people love it. There are four components in the ViewCube. The first is the Home button , which lets you store and return to a bookmarked view that you have set by right-clicking on the Home button.
The second component of the ViewCube is the cube itself. You can click on its faces, on its edges, and on its corners. The third component is the Tumble tool that appears if you are viewing the face of the cube, which rolls the camera 90 degrees at a time when clicked. The fourth component is the Axial Orbit tool shaped like a circular compass under the cube, which lets you spin the scene.
It only allows one degree of freedom, unlike Orbit mode. If you like the ViewCube but don't like the compass under it, you can turn the Compass display off in its configuration. The following steps walk you through the use of the ViewCube in order to familiarize yourself with its settings, so you can decide which to opt for. There is a checkbox labeled Show the ViewCube , which you can turn off if you don't like the ViewCube.
If you do like it, but want to work a little more efficiently, click the radio button Only in Active View. You can only use the ViewCube in the view you are currently in, so it saves a little memory to not have four of them spinning around at once. As shown in the preceding screenshot, you can diminish or increase the ViewCube size to taste.
The left-hand side example is set to tiny, which is usable but problematic because the labels aren't visible, and the normal size is on the right. The large size is simply massive, and this is a case where small is probably better. No doubt the default size is too distracting to trouble with. You can also adjust how visible it is using Inactive Opacity in the same section. In the viewport configuration options for the ViewCube, it is definitely a good idea to check the Snap to Closest View checkbox, to help keep the regular viewing angles lined up.
Clicking Fit-to-View on View Change means that whenever you change the camera using the ViewCube, you'll be zooming to the scene extents, which is probably not desirable unless you are editing only one model. It definitely speeds up your work flow if you turn off Use Animated Transitions options when Switching Views. The transition is snappy, and you won't waste time waiting for the camera to animate through its turn.
Having the Keep Scene Upright checkbox checked is a good idea, just for stability in the view. The Steering Wheel is an interesting but slightly twitchy tool introduced to 3ds Max in an attempt to provide game-like navigation, where you can fly or drive through the scene. New users, who will get used to this tool, will probably get a lot out of it, but users already familiar with the classic navigation methods already discussed will probably avoid it.
Strangely, I like it when I remember to use it, but that is only in cases when I have to explain how viewport navigation can work. Still, there are a few features that are outstanding when using the Steering Wheel, in particular the Rewind and Walk tools. The reason is the hotkey is set in the context of the Steering Wheel group, not the main UI group. The reliable way to activate the Steering Wheel is to go to the Views menu and choose Steering Wheels Toggle Steering Wheel or choose one of the different modes it offers there.
It is also possible to assign Toggle Steering Wheel as an entry in the Quads menu for speedy access. In the following example, we will open the Steering Wheel and explore the methods it offers for scene navigation. We'll use this scene to drive around using the Steering Wheel to compare how it feels in comparison to the regular navigation tools. For a scene like this, which is surrounded on four sides by walls, the Steering Wheel actually responds very nicely.
The slight lag in getting it started is the only drawback. There are four types of steering wheels. The default is the Full Navigation Wheel. The others are streamlined derivations of it. All of these can be accessed from the down arrow icon on the lower corner of the Steering Wheel, shown in the following screenshot:. The Look command allows you to orbit around the camera's location, a lot like the 'look around' control in many 3D games.
Try looking around the scene, and notice how it differs from the Orbit command , which turns around a pivot. After you have looked around, try using the Rewind command. This will present you with a filmstrip of prior views that you can slide along to choose among them. The following screenshot shows the Look control highlighted. Each section of the wheel will be highlighted green, and then when you drag the cursor, the camera will act accordingly.
A tool tip appears underneath the Look Tool label, and a cursor replaces the wheel when it's being used. When you are using the Steering Wheel's Orbit tool, a green pivot displays, and it is around this that the camera turns. This can be moved by pressing Orbit while holding Ctrl.
Once you have moved the cursor where you want the pivot to be, as shown in the following screenshot, releasing it will allow you to orbit around the new pivot. If you have set a Home bookmark from the right-click menu of the ViewCube's Home icon , you can choose the Go Home option from the Steering Wheel's menu too, shown in the following screenshot:.
There are several viewport display modes that can be accessed by the label in each viewport, shown in the following screenshot:. This can be changed. Press F3 in the Perspective view. The view changes to Wireframe. Press it again; the view changes back to Shaded mode. In Shaded mode, press F4 to turn on and off Edged Faces. There are several intermediate ways to shade the view, including Hidden Line , which shows only the Wireframe directly facing the camera, culling the rest; and Flat Shaded , which removes any surface smoothing so a Sphere's facets would all appear flat or faceted instead of round.
This is a technology update that allows faster shadow computation; therefore, faster view spinning, better texture resolution, and better lighting. By default, views are lit using virtual, hidden lights you can't edit. Once you add your own lights and in this scene there is a Daylight System , you can set the view to render those, which helps you design shadow casting and so on.
Look on the right-hand side to the Lighting and Shadows section. For the Illuminate with option, click on the Scene Lights radio button. Here you have a few additional options. Turning off Highlights will prevent glare from glossy surfaces, so you can always see the edged faces on a surface. Sometimes it is nice to model with a glossy surface to help view the form changes, but often it means you'll not be able to tell what you are doing as the highlight eclipses the mesh wireframe.
You can raise or lower the Lighting and Shadows Quality , where lower values calculate faster often without an apparent drop in visual quality. Neutral, consistent colors tend to be the easiest to look at when viewing un-textured models. By default, 3ds Max applies random colors to each new model.
The shaded surface and wireframe share this color. Sometimes, the viewport lighting causes surface shine to obscure some of the mesh edges, as shown in the following screenshot on the left-hand side:. In this section, we'll change this so all models get the same wireframe color and have a neutral gray material, as shown on the right-hand side in the preceding screenshot:.
Open the Material Editor M. In 3ds Max , you should see a version of the Material Editor called Slate. The legacy Compact Material Editor is still available, but for now Slate will do fine. This assumes you have iRay set as your renderer, which is also the installation default. If not, you can set a Standard Material instead.
The Autodesk Generic Material defaults to a dark gray color, which is possibly a bit heavy. To change this, double-click on the Material node and notice that on the right the Default Generic properties display. Click on OK. Materials that are assigned to a selected object are displayed in the Material Editor with white corners around the sample preview, as shown in the following screenshot:. In 3ds Max , dotted white edges appear around a node that is showing its parameters in the Parameter Editor panel on the right-hand of the Material Editor.
At the top of the Material properties panel, you can name this material Model in the text field. Although this material is a neutral gray, it doesn't affect the wireframe displayed; it can if you access the Display tab of Command Panel and choose Display Color Wireframe Material Color. A better way to display the model, however, is to have the surface shaded with the Material color and the Wireframe set to the Object Color.
Click on the color picker to the right-hand of the object name, which is Box , and the following dialog will pop up:. Choose a dark color, such as the blue color, as shown in the preceding screenshot, in the Current Color slot. A light color may reflect scene light and make it difficult to tell what is going on, especially when you are zoomed in on a model. Uncheck the checkbox for Assign Random Colors , so that each newly created object gets the same color.
You can still change colors, but do so in a logical way. Set your own classifying criteria, such as all animated objects are dark green and all static objects are blue. This is easiest to set after creation. The way physical-based lighting performs when your scene renders is scene-scale dependent. Setting up scene units helps you to achieve real-world scale to your model. Sometimes, you may not want to work in real-world scale, especially if your objects have to match to the objects in another application when they are exported.
Every scene is saved with its own units of measurement. If your default scene has a unit setting different from the scene you're loading, you'll be prompted to choose the one that you prefer to use. Go to the Customize menu and choose System Unit Setup , which pops up the following dialog box:. The Generic Units radio button is active by default, and the measurements for this are set via the System Unit Setup button at the top of the window, shown on the left-hand side.
Click this to expose the pop up on the right. In a scene with hundreds of models or model components, naming objects is probably the best way to keep content easy to access. There are a few ways to rename an object. One way is to type in the Modify Panel the name you want in this field:.
You can also rename objects by selecting them in the scene or highlighting them in the Layer Manager, and choosing Rename Objects from the Tools menu. Another way, if you are using the Outliner script we discussed earlier, is to double-click on the object label. This scene is made of hundreds of objects mostly called Object and Part and so on.
You could use the Select by Name tool, and you could use the Outliner to browse the scene. Another way is to use Tools New Scene Explorer. In the Scene Explorer window that pops up, you get a list of objects rather similar to the Outliner script's Hierarchy mode list. At the top, there is a menu called Select.
Open this and choose Search from the bottom of the menu, as shown in the following screenshot. You can alternatively click on the icon Configure Advanced Filter from the vertical icons. For instance, expand the Property list and choose Hidden , and set the Condition to Is so that only hidden objects will be searched. Notice that the object Skydome is the only hidden object. It is highlighted in yellow. You can unhide it using Outliner or if you right-click in the scene and choose Unhide All from the Quad menu, then similarly freeze it.
In the Advanced Filter window, click on Remove. This clears the current filter. In most scenes, you will have certain objects you select often. Quick access to these is very important. Also, some objects can be hard to directly select if they are surrounded by or covered by others.
By default, the H key is reserved for the Select by Name option, but if you take up the free script Outliner, you may have to change that. You can also use Named Selections , which lets you create a hot list of entries of your own. This rolls down from the main toolbar, as shown in the following screenshot, where it says Sky :. Open Begin. Click on Sky. This is a huge sky dome that provides a background for the scene.
When you launch, it is hidden and frozen, but when you choose it, you'll see a prompt checking whether or not you want to reveal it. This prompt appears because its hidden state is set for its layer. You can either choose Yes , and the object will be revealed, or No , and the object will be selected but remain hidden.
Its entire layer will be affected. Add to the list of Named Selections by choosing some objects in the scene and then typing an entry in the Create Selection Set text field where Sky is included. After typing, be sure to press Enter to commit the entry. Now you'll want to edit entries in the Named Selections list.
Click on the icon next to the text field, or go to the Edit menu and choose Manage Selections Sets , which pops up the same window. Let's add an object in the scene to the existing set of Lines. Select Cylinder01 by using either Select by Name. They are highlighted in blue. Using a Named Selection is a good way to add a selection shortcut to each joint in a biped when you do character animation.
Changes to preferences are quite subjective. There are many preferences in 3ds Max, but only a few that really make a big difference when starting to model. These include auto-save settings, the option to increment files when saving, levels of undo, whether to use large or small icons, whether to display certain warnings each time you take certain steps, and removing some small elements of clutter from the UI. In the General tab, you can set the number of Scene Undo levels higher if you have a lot of RAM and think you might need more undo steps.
Alternatively, you can reduce the number so your session has less overhead. When you move objects you can set the transform gizmo to align with either the view grid, the local space of the object, or even another object. This is called the Reference Coordinate System. This can be annoying, since you have to track which system is active for which transform mode.
The preference Ref. System Constant checkbox keeps the system you set as current across all the transform types when you switch from one transform to another. It is probably a good idea to turn off the Use Large Toolbar Buttons checkbox; it allows a little more screen space for the viewports, and also you can fit more icons in the toolbars.
The next few options are for reducing pop-up warnings that, if you know what you are doing, are somewhat distracting. The first is the Display Topology-Dependence Warning checkbox. If it is checked, it will tell you whether a Modifier you're collapsing would depend on a SubObject selection points, edges, and so on from below in the Modifier stack, or when you change the SubObject selection while other Modifiers are using that selection.
The next is the Display Stack Collapse Warning checkbox, which occurs when you use the option to collapse modifiers, essentially merging their result. Also, you have three choices for how to deal with unhiding content on layers that are hidden. By default, you're asked if you want to unhide the layers and the object Ask. You can set it so that the layers are always unhidden too Propagate , or the layers are never unhidden too Do not Propagate.
It requires some housekeeping occasionally but is a safe option, since if you save over your work or something else goes wrong computers! When you save a maxfile, it includes properties, the schematic view, and a thumbnail image for the browser. You may feel that this is unnecessary information, and those can be turned off individually.
If you are opening a very old maxfile from earlier versions, sometimes an obsolete file, a message will appear warning you to re-save. This can be turned off here by ticking off Display Obsolete File Message. In the Viewports tab, there is nothing much to change. Set Display World Axis should be unchecked. This gets rid of the tiny, slightly obtrusive axis in the corner of each viewport. Of course, if you like it there, you can leave it on, but if you want to check which way the world X axis is, for instance, create a Box and enter Move mode with the View or World reference coordinate system active.
Finally, the number of auto-backup files and the duration that they are saved is set at the bottom of the Files tab, in the Auto Backup section. Once you've written the amount of files that you've set as the number to save, they'll start saving over each other, starting with the oldest. Broadly speaking, if you set 10 backups at minute intervals, that is enough to provide you with minutes of continual work that you can look back on if you decide you need to go back in time. The default views in 3ds Max and are driven by a newly introduced technology called Nitrous Accelerated Graphics Core , which is designed to allow larger sets of assets to be handled in real time with a better quality visual appearance.
You can revert your display settings to Direct3D alone, or to OpenGL , or even Software , but it depends on what hardware you are using, particularly your graphics card. If you are using a laptop with an integrated graphics card, you may be best off with Software or OpenGL rendering, but this will likely not be very fast or look as good. Nitrous views depend on access to the GPU graphics card cores to provide a responsive, high-quality viewport shading, and this is what gives you real-time ambient occlusion soft shadows and accurate shadow casting and reflective, transparent surfaces in the viewport even with unlimited lights.
By now you should be progressing with view navigation and have gained a feeling for just how much functionality is packed into the menus and dialogs of 3ds Max. You'll quickly find that what you're unfamiliar with at first, in the topics we've covered in this chapter, becomes intuitive with practice.
By the end of the next chapter, no doubt you'll be flying around views, panels, tabs, and menus without thinking, ready for the next challenge. We've covered a few niche methods of navigation as well as the main methods, and you'll be able to decide for yourself whether you want to use the middle mouse navigation method and hotkeys, or ViewCube and Steering Wheel.
Besides navigation, we also considered ways to begin to customize the look of 3ds Max and make tools accessible based on your own preferences. It takes time to decide which tools are best to use and where to place them. Do you use the Quad menu, keyboard shortcuts, a toolbar, or mouse click to the default locations?
Each user will develop a different preference. I've provided a complete UI preset that I like, which has most of the day-to-day modeling tools set in the Quad menu. At first it took a while for me to get used to this streamlined layout, since I was more used to the regular tool layout, but it didn't take long before I was enjoying a faster working speed. There is a version for and In later chapters, this UI will be referenced often, but the commands are also described in terms of their default layout in case you prefer to work with a "fresh install" style UI.
One benefit of only using 3ds Max in its default state is that whenever you set it up, you're always going to be in a familiar place. In the next chapter, we will look at general considerations for model handling, supposing you may want to work with an already built model.
The main thrust will be toward ensuring you use 3ds Max's scene organization, visibility, and collaboration tools well. The next chapter's topics include importing of content, rendering basics, scene transforms, and setting object properties. Thomas Mooney grew up in New Zealand. He now lives in a jungle with squashed frogs, mosquitoes, and regular thunderstorms and power cuts.
He is a lecturer in design and also works as an artist. You can learn more about his work at www. Tom tends to work, play, teach, and sit around all day with computers, and also likes to do comics, films, maps, screenplays, novels, storyboards, and iPad doodles. About this book Production of 3D art is an exciting medium, but the task of modeling requires intense attention to detail, so speed and efficiency are vital. Publication date: October Publisher Packt.
Pages ISBN Chapter 1. First Launch: Getting to Know 3ds Max. Tip Keywords and 3ds Max Help—A self-learning approach. Automotive Advertising Games. Our products V-Ray Education Collection. Your role Student Educator Educational institution. Learn more. Learn what's new News Press. Join in Forums Events Submit your art. Visit our Help center Get help. My Chaos Manage your account Manage your products.
Go to Help Center. Contact us Contact our support. Close search What are you looking for? What's new in V-Ray 5 for 3ds Max, update 2. Optimize your resources, focus on your designs and save time. Achieve ultimate creative control in just a few simple steps. Supercharge your workflow and boost your performance. New advanced options in VRayDirt ensure precise and agile control over weathering effects. And more Render 3ds Max animations with Chaos Vantage via live link.
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Production of 3D art is an exciting medium, but the task of modeling requires intense attention to detail, so speed and efficiency are vital.
|Magic bullet colorista ii torrent||Let's change the rather annoying Selection Lock Toggle. Editable Poly is a good type for modeling. You can either choose Yesand the object will be revealed, or Noand the object will be selected but remain hidden. No doubt the default size is too distracting to trouble with. Unfortunately, Smart Scale is not very smart, and often you'll only want to use the regular scale tool only to find you've actually cycled through to the Squash option.|
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The main new features were mental ray as alternative renderer Particle Flow previously shipped as an Extension to 5 for users on subscription , a refactored Schematic View Shell modifier new Vertex Paint Reactor 2 dynamics network support for Render To Texture code named Catalyst Was an evolutionary update on top of the 3dsmax 6 core. Main new features were: new Editable Poly tools incl.
Support for Normal mapping generation and rendering mental ray 3. Released on code named Vesper Was published in the Fall of and was the first release in the history of the product not to break the SDK compatibility in a 3rd major update - in other words, plug-ins from 6 and 7 could be used in 8 without the need for a recompile.
The "M" in "Max" was capitalized again. Main new features were: Asset Tracking with support for 3rd party solutions and Autodesk Vault shipping with the package. Enhanced Skin tools incl. It shipped to customers in October and required once again recompiled plug-ins due to the switch to a newer Visual Studio compiler and because the MaxSDK6 was getting old and was in need for an update to fix long-standing bugs.
A 64 bit version of 3ds Max was demoed as early as the year when Intel was attempting to introduce the Itanium line of CPUs. A "real" 64 bit build of 3ds Max 8 for the x64 architecture developed under a project name "Scopic" was shown to the audience of the Autodesk User Group meeting at Siggraph and was later merged with the Makalu project to deliver both 32 and 64 bit on the same DVD for 3ds Max 9. Major new features: Project Path support incl.
HAVOK 3 engine support in addition to the existing 2 better mental ray 3. Faster screen redraws in Direct3D mode incl. It was SDK-compatible with 3ds Max 9, allowing plug-ins for the previous version to once again be used without a recompile. The SDK version number still shows the internal version as Review per-pixel lighting and shadow casting from up to 64 lights using Shader Model 3.
It is the first and probably last full release built in shortened development cycle of just half a year. This was done to align the release data of all Autodesk Products and also make it clear that product A will work with product B if both carry the same fiscal year number. While the SDK is unchanged, a compiler change makes the recompilation of plug-ins necessary, but with very little overhead for the 3rd party developers.
Another major change is the introduction of a dedicated version of 3ds Max for the design and visualization market called 3ds Max Design. The two flavours of 3ds Max use the same binary and are fully compatible to each other including file format, data and plugins, but have different icons, slpash screens, documentation, tutorials and learning paths to enhance the user experience.
There are only two differences between the two versions - the "Design" version does not include the SDK and the "Entertainment" version does not contain a Lighting Exposure Analysis tool developed for architects performing LEED certification. Major new features are: Unified view navigation controls with most Autodesk products using the ViewCube alreay in Maya and Steering Wheel system providing orbiting, first person walk-trough, fly-trough and a viewpoint history features for casual users.
Photometric Lights have been reworked and streamlined with more area light shapes, photometric web previews in the file dialog and the viewport, realtime preview in the viewports. Falloff controls for accelerating photometric lights processing. New Iterative rendering workflow with simplified controls in a renderer-specific control area in the Virtual Frame Buffer fully scriptable including: Caching of Geometry and GI for fast reshading.
Support for rendering pixels of the selected object only. Region rendering with gizmo display in both the viewport and the VFB. Updated Composite Map with support for various transfer modes, masking and color correction per layer. New Color Correction map. Autodesk ProMaterials shared between various products for simpler scene setup and data interchange. The Daylight system now supports various weather models including control via weather files.
Multi-threaded Hair buffer rendering and viewport redraws. Support for Skylight. MAXscript improvements incl. Introduction of Containers for sharing and publishing content between scenes. XView Geometry Checkers for interactive checking of error conditions in scene objects. Ambient Occlusion and Exposure Controls preview in the viewports. Soft-shadows support in the viewports. MetaData support in the. MAX file allowing for external access to asset information without opening the scene in 3ds Max.
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