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Autodesk 3ds Max for Beginners: A Tutorial Approach is a tutorial-based textbook that introduces the readers to the basic features of 3ds Max created on real world model through tutorials. The textbook caters to the needs of both the novice and the advanced users of . Autodesk 3ds Max A Comprehensive Guide textbook aims at harnessing the power of Autodesk 3ds Max for modelers, animators, and designers. #Autodesk 3ds max for beginners free# Download Beginner’s Guide to Create Models With 3ds Max and CINEMA 4D R18 Studio – Free epub, mobi, pdf ebooks download, ebook torrents download. Jul 06, · The Autodesk 3ds Max Tutorial is a comprehensive guide to Autodesk 3ds Max , focusing on the. This book includes a wide range of modeling, texturing,. also includes a comprehensive chapter on the Autodesk 3ds Max user interface, as well as. Best books about Autodesk 3ds Max for Beginners PDF: 3ds Max, 3D Studio Max, Maya.
Autodesk 3ds max 2018 for beginners pdf free. 3ds Max 2018-2020 Sample Files
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Autodesk 3ds max 2018 for beginners pdf free
Features 3D modeling. Texturing and shading. Animation and effects. Workflow and pipeline. System requirements. Key features of 3ds Max Retopology tools. Smart Extrude.
Create or use pre-existing procedural OSL maps with any supported renderer. Baking to texture. Experience streamlined, intuitive, and fully scriptable texture baking. Integrated Arnold renderer. Interactive viewports. Software security. Features of 3ds Max Mesh and surface modeling. Modifier stack workflow. Rapidly conceptualize, iterate, and explore design ideas using a range of unique modifiers.
Spline workflows. Create and animate geometry in several intuitive ways with spline tools. Material editor. Add material finishes, change textures, and use vibrant colors to create photorealistic designs.
Illuminate and enhance your scenes using photometric lights and standard lights. ActiveShade viewport. Physical camera. Scene converter. Character animation tools. Motion paths. Preview and adjust animation paths directly in the viewport. Particle flow effects. Because they are generated mathematically, NURBS objects have a parameter space in addition to the 3D geometric space in which they are displayed. Specifically, an array of values called knots specifies the extent of influence of each control vertex CV on the curve or surface.
Knots are invisible in 3D space and can’t be manipulated directly, but occasionally their behavior affects the visible appearance of the NURBS object. Parameter space is one-dimensional for curves, which have only a single U dimension topologically, even though they exist geometrically in 3D space.
Surfaces have two dimensions in parameter space, called U and V. NURBS curves and surfaces have the important properties of not changing under the standard geometric affine transformations Transforms , or under perspective projections. The CVs have local control of the object: moving a CV or changing its weight does not affect any part of the object beyond the neighboring CVs.
This property can be overridden by using the Soft Selection controls. Also, the control lattice that connects CVs surrounds the surface. This is known as the convex hull property. Surface tool was originally a 3rd party plugin, but Kinetix acquired and included this feature since version 3.
It is often seen as an alternative to “mesh” or “nurbs” modeling, as it enables a user to interpolate curved sections with straight geometry for example a hole through a box shape.
Although the surface tool is a useful way to generate parametrically accurate geometry, it lacks the “surface properties” found in the similar Edit Patch modifier, which enables a user to maintain the original parametric geometry whilst being able to adjust “smoothing groups” between faces. This is a basic method, in which one models something using only boxes, spheres, cones, cylinders and other predefined objects from the list of Predefined Standard Primitives or a list of Predefined Extended Primitives.
One may also apply boolean operations, including subtract, cut and connect. For example, one can make two spheres which will work as blobs that will connect with each other. These are called metaballs. Earlier versions up to and including 3D Studio Max R3. Current versions require online registration. Due to the high price of the commercial version of the program, Autodesk also offers a free student version, which explicitly states that it is to be used for “educational purposes only”.
The student version has identical features to the full version, but is only for single use and cannot be installed on a network. The student license expires after three years, at which time the user, if they are still a student, may download the latest version, thus renewing the license for another three years. From Wikipedia, the free encyclopedia.
Further information: List of films made with Autodesk 3ds Max. Main article: Polygon modeling. Some of the 3ds Max Primitives as they appear in the wireframe view of 3ds Max 9. Comparison of 3D computer graphics software. Next Generation.
Imagine Media. November Archived from the original on October 24, Stack Exchange. Slice, simply slices the object to refine its geometry or to remove portions of it. It is important to note that when slicing objects, in order to render them as solid objects it is necessary to cap the open portions of the object either applying an edit poly modifier or the Cap Holes Modifier. The slice modifier is often used to create exploded architectural models to be represented with perspective or axonometric User projections.
Noise is used to randomly change the position of an object’s vertices along the three local axes. Parameters are available to control the strength and scale of the modifier’s effect. Noise is mostly used in architectural visualization to slightly modify the geometry of collections of objects, e. Displacement is used to modify the geometry of objects using maps see 6. Edit Spline, this modifier turns any parametric shape into an editable spline leaving the base object parameters available.
It is important to note that edits done using the edit spline, as well as the edit poly, modifiers refer to the vertex numbering criteria established in the base object, when the number of subdivisions of the base object is altered, the modifier will still refer to the old numbering and will therefore produce unwanted artifacts.
Edit Poly, similarly to the edit spline modifier, when applied turns the selected object into an editable poly. Using edit poly modifier is usually preferable than just converting as it leaves the option to revert, if necessary, to the source object turning off or deleting the edit poly modifier in the stack. Note that when an object using the edit poly modifier needs to be represented with NURMS, the MeshSmooth modifier can be used for this purpose. This chapter will introduce to the reader importing procedures and tools used when populating scenes with objects.
Creating a new file and using Merge to acquire models from an oddly behaving MAX file is also sometimes used to revert to the default scene settings and effectively represents a valid alternative to time consuming scene settings troubleshooting sessions.
Imported drawings are often used as background reference or directly as splines to create geometry objects in the scene. Files can be imported using Import or linked using the File Link Manager so that they can reflect any progress changes in the source file and be updated in the 3ds Max Scene.
Weld Nearby Vertices is used to close open splines on import. Note that, depending on the distance between vertices to be welded, there could be a noticeable change in the orientation of concurrent segments of the spline since the resulting vertex will be located at the center of the area or segment in the typical case of only two vertices defined by the location of all selected vertices within the specified weld threshold.
Spline rendering properties can be defined on mass for incoming splines. A list of layers is available to selectively import objects contained in specific AutoCAD layers. It is also important to note that imported AutoCAD blocks are translated into instances, see paragraph 2. It is worth mentioning that when 3ds Max Design models are used for visualization of massing volumetric entities, e.
This work flow references the splines used in 3ds Max for visualization purposes via the File Link Manager to AutoCAD files, where polylines can be associated to tables with fields and formulas for area calculation.
Incremental transforms can be applied to clones created with array. The tool’s interface allows to control weather the clones will be created as copies, instances or references.
Object Paint, found in the Graphite Modeling Tab, allows distributing clones or MR proxies of an object in the scene with brush settings such as random scatter, rotate and scale.
This tool is often used for landscape models, allowing organic distribution of natural features such as rocks, vegetation etc Mirror is a tool used to create symmetrical clones of objects. The clones will be placed at the specified Offset Distance. Similar result can be obtained using the Mirror Modifier producing one single object where symmetry is applied on sub- object selections. Clones can be arranged on paths using a total number of clones or a spacing value.
The Snapshot Tool is used to create clones of animated objects at individual or multiple frames with an option to convert clones to mesh objects. The Measure Distance Tool is used to measure the distance between scene features, it is usually used with Snaps on and it reports the resulting value inside the MAXscript Listener F The Rename Objects Tool provides a dialog for renaming of multiple objects using prefix, suffix and numbering. Collapse is a utility that allows attaching a selection of multiple objects obtaining, as a result, one single mesh object.
Note that the boolean option is available, often used to remove self-intersecting surfaces that would result by the union of intersecting operands; the main difference with using boolean compound objects is that, with collapse the resulting object, being converted into a mesh, does not allow further editing of the boolean operands.
Measure is a utility that reports the surface area, volume and center of mass of one or a selection of geometry objects and cumulative length of selected shapes. Results can be pinned on a floater window. Reset X-Form is a utility used to remove all Rotation and Scale values from selected objects pushing those transforms in an XForm modifier and align object pivot points and bounding boxes with the World coordinate system.
The XForm modifier can then be deleted or turned off to reset the object’s rotate and scale transforms. Note that the hotkey is available only when a numeric field has been activated left click inside a field.
Consult the 3ds Max Design Help File to learn about Expression Techniques that can be used with the expression evaluator. A library of material templates is also available to provide a solid starting point for subsequent materials creation. The material assignment can then be revised during the subsequent stages and finalized for the production of final renderings.
Materials are assigned to selected objects using the appropriate Assign Material button on the Material Editor M. The material editor can be used in two modes: Slate and Compact. The slate material editor allows advanced visualization of the material’s levels and structure.
The compact material editor is a simplified version of the slate material editor. Both modes allow editing the same material’s parameters. Selection of a material for editing is accomplished selecting the corresponding Sample Slot in the material editor. Sample slots are rendered views showing the material applied to a sample object.
When a material is selected it is possible to adjust its parameters in the dedicated portion of the material editor, the appearance of the material in the material slot is updated in real time. Double clicking on a sample slot will open a standalone re-sizable slot. Solid white triangles at the corners of a sample slot indicate that the material is applied to the selected object in the scene, gray triangles indicate that the material is used in the scene but it is not applied to the selected objects or no objects are selected, lastly, the absence of triangles in the slot indicates that the material is not used in the scene.
A number of ready-to-use material library files are included in the installation folder of 3ds Max. A material used by an object in the scene can be displayed in any slot of the material editor simply using the Pick Material from Object button4. Material Editor Settings are available such as the number and size of sample slots and using preview objects other than spheres.
The material editor uses a tree structure organization for navigating through specific material’s levels. An important interface item used when navigating and editing materials using the Compact Material Editor is the Go to Parent button, located on the right side of the material editor’s toolbar; when navigating through material’s levels, e.
When assigning placeholder materials or when the material specification has not yet been finalized in the project, it is advisable to choose a basic finish template like Matte, Pearl and Glossy from the dedicated pull down menu. Reflection can be controlled setting appropriate values of Reflectivity and Glossines. The Special Effects rollout provides control for Ambient Occlusion, a shading rendering method that allows to simulate real world light distribution in areas of the model prevented to receive light by surrounding geometry and Round Corners, a Material Effect that simulates rounded edges.
The Self-Illumination Glow rollout is used for materials of light-emitting objects, the feature needs to be enabled under Glow Options, Illuminates the Scene using Final Gathering see 8. The blend material is often used for tiled surfaces in order to render tiles and grout using two different materials with the Tiles procedural map used as a mask. It is important to note here that, in order to be able to conduct a Lighting Analysis on the model see 8.
Maps are controlled with the material editor using the General Maps rollout and can also be used to simulate complex geometry and surface geometric patterns on objects when using Bump maps and Displacement maps. The opacity level of a material can be determined according to the corresponding map’s pixels gray scale values using a general Cutout map. Mapping Coordinates are used to control the placement, orientation and scale of maps onto the object’s geometry, these are specified using the U, V and W directions respectively used for horizontal, vertical and depth dimensions of the object.
Primitive objects have default mapping coordinates. After conversion, editable poly and mesh objects inherit these coordinates but often require further adjustment, this is usually accomplished using the UVW Map Modifier. With the UVW Map Modifier the user can control the size of maps and the mapping method plane, cylindrical spherical and box. It is important to note that the final scale of the map as represented in viewports and renderings is determined by the combination of parameters set in the material editor under map scale and offset and the UVW map modifier.
One noticeable advantage of using procedural maps is that they can usually produce less repetitive textures than using bitmaps. Tiles is one of the most popular type of procedural maps; it provides Standard Control of the tiling pattern with preset types and Advanced Controls for the nominal size, number and fade variance of tiles and size of the grout. Maps can be displayed in viewports using the Show Shaded Material in Viewport button found on the material editor’s toolbar, this is particularly useful when adjusting UVW coordinates using the UVW map modifier and when tracing on background bitmaps e.
The Unwrap UVW Modifier is a relatively complex tool, mainly used to assign mapping coordinates to sub-object selections, it is mentioned in this handbook since it provides functionality for unfolding surfaces, a task used in the design of building envelopes. Using the unwrap modifier the user will be able to quickly generate diagrams that can be scaled appropriately and used to make physical models, using 3ds Max geometry as reference.
Values for these two properties of 3ds Max materials are displayed in the material editor and can be fine tuned using the Value parameter in the Diffuse Color Selector Reflectance and the Transparency Value in the Refraction section of the material editor Transmittance.
The reflectance value has a strong impact on the overall decay of the light in an indoor environment and the transmittance is crucial for architectural glass affecting the actual amount of daylight entering through the openings 5. This chapter will provide information on how to light a scene using both artificial and natural lighting, matching any lighting fixtures layouts and the building’s site location and orientation when preparing the scene for the production of photo realistic renderings and lighting analysis.
Default lights are not physically accurate, do not cast shadows in rendered images and are automatically switched off when a light object is created in the scene. For architectural visualization it is strongly advised to always use photometric lights that are physically accurate and required for Lighting Analysis see 8.
When working with photometric lights it is crucial to maintain a congruent relationship with space dimensions. Two types of photometric lights can be used to simulate real world artificial lights: Target Light and Free Light. The only difference between the two being that the orientation of the light object is in the first case determined by the relative position of the light and its target, in the second case by the rotation transforms applied to the object. Both target light and free light come with a list of templates with specific types of bulb and allow using industry-standard photometric files.
LTLI file formats to match the light distribution of specific light fixtures. The light distribution of Target and Free lights can also be defined more generally using Spherical Diffuse casting light in all directions or Uniform Diffuse casting light in one hemisphere only.
The object used to simulate the real world lighting contribution due to the sun and the sky is the Daylight System which can be found in the create panel under systems. The daylight system is an assembly that includes two lights, the sky and the sun, and a compass that can be rotated to allow the user to exactly match the project’s site orientation.
Location, time and date can be controlled in two ways: using the motion panel or specifying a Weather Data File. Both methods lead to reliable results, weather data files.
The Mental Ray Sky Portal is a light object used in combination with the daylight system to visually improve the distribution of daylight entering through the model’s openings. Mental Ray sky portals are therefore placed at all exterior openings in rooms where an interior rendering needs to be produced.
It is advised to take advantage of the autogrid option when creating sky portals, this will allow setting the temporary grid parallel to the wall’s vertical surface and using snaps to vertex on walls or windows in order to match the exact size and proportions of the opening. Note that it is not advised to use Mental Ray Sky Portals when conducting a Lighting Analysis on the model as they add an unrealistic direct lighting component to the luminance values recorded at light meters locations see 8.
An important feature of all light objects are Shadows, these can be of different types: Raytraced, Area, Map and the Mental Ray version of Area and Map shadows. In general Map shadows render faster than Raytraced but the speed is provided at the cost of accuracy and they do not take into account transparency of materials using general cutout maps.
Raytraced shadows are used in most situations they are also required when conducting Lighting Analysis , the shadow optimization parameter Shadow Ray Bias is used to move the shadow toward or away from the shadow-casting object and the Max Quadtree Depth default value is 7 can be used to decrease rendering time when set to values between 8 and 10; the default values for both parameters are often accepted. Light objects are non-renderable unless the specific option Light Shape Visible in Rendering is checked, this option is often used with ceiling lights.
When the geometry of the lighting fixture is visible in the scene the component objects of the model of the light fixture are usually grouped together with the corresponding light object so that the entire unit can be moved, rotated and cloned, see 2. Light objects are typically used to simulate the distribution of light in a given environment, the Lighting Analysis Assistant can provide the user with calculated luminance data at specific scene locations to be used to assist with further adjustments to the quantity, location and type of lights and to support the design of lighting layouts and other important aspects of a project e.
Two types of cameras are available: Target Camera and Free Camera, the only difference between the two consisting, as already seen with target lights and free lights, in the method used to set the orientation.
A camera can be created in the scene as any other object, using the create panel or using the hotkey Ctrl-C on a viewport set on perspective view. The view corresponding to any camera in the scene can be obtained setting the selected viewport to Camera C.
It is always advised to render scenes using cameras rather than viewports set on perspective view. The suggested work flow for creating cameras is to navigate through the model using the navigation shortcuts presented in chapter 1, in combination with selection of objects and zooming to the extents of selected Z — transparent navigation technique also used for the modeling work flow — until a desired view angle is found and the area of interest is adequately represented, the hotkey Ctrl- C will allow the user to create a camera with parameters automatically adjusted to reflect the perspective view obtained navigating the scene.
After a camera is created, its parameters can be edited via the modify panel. The most relevant parameters are: FOV, used to set the Field of View measured in degrees or, alternatively setting the Lens Size in millimeters or using Stock Lenses to obtain standard real world lens sizes note that values of FOV can be adjusted also on perspective views, interactively using the Field-of-View button, or with the Viewport Configuration dialog found under the Views Menu.
Clipping Planes can be used to limit the representation of the scene, as seen through the camera, to portions comprised between two parallel planes normal to the camera. Multi- Pass effects can be enabled and adjusted for specific cameras such as Depth of Field, a gradual decrease of sharpness with the distance from a specified point placed along an axis orthogonal to the lens plane and Motion Blur, an effect used with objects in motion to simulate the effect of real world cameras shutter speed.
The Camera Correction Modifier can be applied to cameras in order to constrain the plane of representation to be vertical, showing parallel vertical lines, as often required with architectural renderings parallax. Rather than editing its parameters, this modifier is usually deleted from the stack and applied again when changing location and orientation of a camera.
Cameras can be used for orthographic projections, e. In architectural visualization it is sometimes required to match the camera angle and location of a picture in order to superimpose the project’s rendering on the image of the context, e. The Camera Match Utility is used for this purpose; the procedure requires the following steps: loading a bitmap of the picture as a background for the renderer, loading the same bitmap as a background for the viewport, identifying five features not contained in the same plane such as context buildings corners that can be identified inside the model, creating five helper objects Camera Points to be referenced to the previously identified five features of the bitmap and the last step which is accomplished using the camera match utility, found in the utilities panel, to create the camera with position, orientation and FOV corresponding to the real world camera originally used for the picture.
The rendered image is then saved with alpha channel to be used as a layer with image compositing post-production software. With time and practice the user will develop a sensitivity in regards to objects resolution in relationship to given project requirements and work hours budgets.
Important aspects of the production of renderings using Mental Ray Renderer are presented in this chapter. The process of creating Mental Ray proxy objects involves the following steps: creating the source object, creating the Mental Ray proxy object listed under the Mental Ray category of geometry objects in the create panel and then, with the proxy object selected, assigning a Source Object using the relative button in the modify panel, note that this last step requires also creating a rendering asset at a desired location on the network using the Write Object to File button.
Clones can be created from and materials can be assigned to MR Proxy Objects as with any other 3ds Max objects. When using Mental Ray as the rendering engine, the mr Photographic Exposure Control is advised to be used. This type of exposure control can be adjusted using a single Exposure Value parameter or extended Photographic Exposure control parameters that are similar to those available with real world cameras.