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3Ds MAX 6.0 Term paper

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3Ds MAX 6.0 Term paper Virtual Reality sponsored by: Dr. Hatem Abdul-Kader. Prepared by: Mahmoud Sami Section 3 (010116) IT Department – PowerPoint PPT presentation

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Title: 3Ds MAX 6.0 Term paper


1
3Ds MAX 6.0 Term paper
  • Virtual Reality
  • sponsored by
  • Dr. Hatem Abdul-Kader.
  • Prepared by
  • Mahmoud Sami
  • Section 3 (010116) IT
    Department

2
3Ds MAX 6.0
  • Introduction
  • What is the 3D graphics.
  • Applications of 3D Graphics.
  • What is 3Ds MAX .?
  • System requirements for 3Ds max.
  • Components of 3Ds MAX.
  • Plugins.

3
3Ds MAX 6.0
  • Into 3Ds Max 6.0
  • 3Ds Max user Interface
  • Main Menu.
  • Main Tool bar.
  • Create Panel .
  • Modify Panel.
  • Material Editor.
  • Track View.

4
3Ds MAX 6.0
  • Working with 3Ds Max.
  • Objects and modeling .
  • Predefined Models.
  • User Designed Models.
  • Modeling Techniques .
  • Materials Textures
  • Materials Types.
  • Compound Materials.
  • Lights.
  • Cameras.
  • Animations
  • Good Scene elements.

5
3Ds MAX 6.0
  • Introduction

6
Introduction
  • What is the 3D graphics.
  • Applications of 3D Graphics.
  • What is 3Ds MAX .?
  • System requirements for 3Ds max.
  • Components of 3Ds MAX.
  • Plugins.

7
What is the 3D Graphics.
  • The 3D Graphics is one of the most important and
    sophisticated Computer graphics branches.
  • It offers the user a 3Dimentional Virtual
    environment and figures can be interactive
    environment or just a watching movie or image.

8
Applications of 3D graphics.
  • Entertainment and games.
  • Cinema movies and Visual tricks.
  • Education and Explanation Drawings and figures.
  • Virtual reality application.
  • Commercial announcements.
  • Etc..

9
What is 3Ds MAX.
  • 3Ds Max a 3D graphics programs can be used for
    generating 3D Graphics images , videos, models,
    animations, AutoCAD objects,VRML, etc ..
  • 3Ds Max developed and produced by Discreet
    graphics co. www.discreet.com specialized for
    the Computer graphics . Like 3D and 2D graphics ,
    web 3D graphics ( not VRML ), video editing
    programs, etc.

10
System Requirements for 3Ds MAX.
  • The Most important Computer components for 3Ds
    max are .
  • VGA Card (Graphics card).
  • Main Memory.
  • CPU Cash.
  • Monitor.

11
Requirements continue.
  • VGA Card for the rendering process to be fast
    and more efficient we need a good VGA card with
    big internal memory and good processor.
  • Main Memory Enables users to deal with big
    scenes , accurate detailed objects , and the
    sophisticated objects like hair , grass ,trees
    ,etc..

12
Requirements continue
  • CPU cash helps the VGA card in the rendering
    process it also helps in dealing with the program
    components and controls quickly and smoothly.
  • Monitor the size and colors of the monitor helps
    in the Modeling and rendering operations
    respectively.

13
Components of 3D Max.
  • Main Menu the most important component of the
    3Ds Max every this that 3Ds Max can do can be
    done using the Main Menu using the main menu you
    can be in no need of all the other components
    except tools bar.
  • Tools bar.
  • Creation panel.
  • Modify panel.
  • Material Editor.
  • Track view.

14
3Ds Max Components continue.
  • Track View Graph editor.
  • Schematic view Editor.
  • All these components will be discussed in
  • Details in the following slides.
  • Note that not all these components are developed
    by 3Ds max team but all of these components were
    produced by them and come with the program
    package by default with out any additional
    packages installations.

15
Plugins.
  • The plugins are components just like the previous
    components but not produced by 3Ds Max team and
    not included in the default program package. So
    the user can get it as a separated packages and
    install it to the max folder.
  • Some common plugins
  • VRay materials and rendering engine.
  • Final Render Materials and rendering engine.
  • Brazil Materials and Rendering engine.

16
Plugins continue.
  1. Maxwell Rendering engine.
  2. CAT Character Animation tool for characters
    animation.
  3. After burn for smoking , clouds , fires and
    other none rigid 3D objects.
  4. glu3D for creating liquids real flow animation
    and real physical liquid behaviors
  5. Phoenix for creating sophisticated objects like
    hair and grass .
  6. SimCloth for creating clothes and make a real
    physical animations and behaviors for it.

17
Into 3Ds Max 6.0
  • 3Ds Max user Interface

18
Main Menu.
  • File Contains all the file actions that can be
    done using 3Ds max like.
  • new, open, open recent ,save , save as , save
    copy as , archive ( for making an archive file of
    the current scene.)
  • Rest resets the current scene by removing all
    the objects in the scene and returning the scene
    to the default state.

19
File Menu continue.
  1. Merge , Merge animation to merge and object or
    animation from other scene file to the current
    scene.
  2. Replace to replace an object in the current
    scene with another one with the same name from
    other scene file.
  3. Import Export for importing and Exporting the
    current scene to all the other file formats the
    max support like (3D max object , AutoCAD object
    ,VRML scene , etc )

20
File Menu continue.
  1. XRef (3ds max Externally Referenced File) an
    externally referenced file, allow multiple
    animators and modelers to work on one scene at
    the same time without interfering with each
    other's work.can be an object or scene.
  2. Archive creates a compressed archive file or a
    text file listing the scene bitmaps and their
    path names.

21
Edit Menu.
  • Edit menu contains the normal editing commands
    like Undo ,Redo ,Delete ,and selection options.
  • Hold saves all the objects and settings of the
    current scene temporary .
  • Fetch restores the scene stored and saved by the
    hold command .

22
Edit Menu Continue.
  • Clone Creates a new instance of the object that
    instance can be one of three types.
  • Copy normal copy of the object.
  • Instance an instance of the object any change in
    one of them will immediately occurs in the other
    one.
  • Reference will create a copy referenced to that
    object any change in the parent object will occur
    at the new one but u cant change in the new one
    to change it u must change the reference from the
    modification menu which will do the change to
    both the objects the reference first then the new
    object too.

23
Tools Menu.
  • Transform Type-In allows you to enter precise
    values for move, rotate, and scale objects.
  • Selection floater opens a floater dialog Enables
    you to select objects in the scene.
  • Display Floater contains most of the functions
    on the Display panel. You can leave the Display
    floater up while you work in your scene, making
    it easier to change viewport displays without
    changing the current command panel.

24
Tools Menu Continue.
  • Layer Floater where you can create and delete
    layers. You can also view and edit the settings
    for all of the layers in your scene, as well as
    the objects associated with them.
  • Light Lister Enables you to control and change a
    number of features for each light in the scene.
  • Mirror enables you to move one or more objects
    while mirroring their orientation.

25
Tools Menu Continue.
  • Array enables you to create an array of objects
    based on the current selection.
  • Align lets you align the current selection to a
    target selection.
  • Snapshot enables you to clone an animated object
    over time.

26
Group Menu.
  • Enables users to deal with more than object as
    one object by grouping this objects.
  • And this menu contains all the commands related
    to grouping operation like
  • (Group, Ungroup, Close, Open, Attach, Detach)

27
Views Menu.
  • View Menu offers the user a collection of
    commands to deal with the viewports and how
    objects are viewed in it.
  • Undo undo View Change cancels the last change
    made to the current viewport.
  • Redo redo View Change cancels the last Undo in
    the current viewport.
  • Save Active view saves the settings of the
    active view.
  • Restore Active View restores a view setting to
    the active view.
  • Grids Control the setting of the grids.

28
Views Menu continue.
  • Viewport Background controls the display of the
    background image in the active viewport.
  • Update background updates the background image
    displayed in the active viewport .
  • Reset Background Transform rescales and
    recenters the current background to fit an
    orthographic or user viewport .
  • Show Transform Gizmo toggles the display of the
    Transform gizmo axis tripod for all viewports
    when objects are selected and a transform is
    active.

29
Views Menu continue.
  • Ghosting displaying wireframe "ghost copies" of
    an animated object at a number of frames before
    or after the current frame.
  • Key Times shows the frame numbers along a
    displayed animation trajectory. Key times
    correspond to the settings in Time-configuration
    for Frame.

30
Views Menu continue.
  • Redraw All Views refreshes the display in all
    viewports.
  • Activate All Maps turns on the Show Map In
    Viewport flag for all materials assigned to the
    scene.
  • Deactivate All Maps turns off the Show Map In
    Viewport flag for all materials assigned to the
    scene.
  • Viewport Configuration displays the viewport
    configuration dialog, You use controls on this
    dialog to set options for viewport control.

31
Create Menu.
  • The most frequently and easy menu that you can
    user in 3Ds Max as well as the modify menu
    (later) we use it for creating any primitive
    object what ever it is simple ,complex ,3d ,
    2d(shapes) , dummies , helpers but all of these
    primitives and objects are predefined in the 3Ds
    Max libs.
  • Continents of this menu will be discussed in the
    modeling section.

32
Modify Menu.
  • Very Important menu, all the modeling process and
    operations will be done using commands in this
    menu for all kids and techniques of modeling
    (Ploy, patch, Mesh, NURBS ,etc..)
  • This menu deals also with modifying of all kind
    of objects that allow modifications (simple
    primitives, complex and extended , 2d shapes
    ,compound ,etc..)
  • Continents of this menu will be discussed in the
    modeling section.

33
Character Menu.
  • This Menu used for creating animated characters
    after modeling the character we use this menu to
    assign an animation for this character this menu
    is for character animations only other objects
    animation can be done using another animation
    methods.

34
Character Menu Continue
  • Boons tool A Bones system is a jointed,
    hierarchical linkage of bone objects that can be
    used to animate other objects or hierarchies.

35
Character Menu Continue.
  • Creating bones Continue

36
Animation Menu.
  • Animation Menu contains commands that control and
    create animations in the scene.
  • IK solver creates an inverse kinematic solution
    to rotate and position links in a chain.
  • Animation constraints are used to help automate
    the animation process. They can be used to
    control an objects position, rotation, or scale
    through a binding relationship with another
    object

37
Animation Menu.
  • Make Preview makes a quickly simple render of
    the scene and save it as AVI file . In this mode
    there is no rendering features used at all ,
    this method used to check the animations in huge
    scenes where watching animation in normal
    Viewports is difficult ad slow.
  • View preview views a previously made preview.
  • Rename preview renames a previously made preview.

38
Graph Editors.
  • This menu offers users a collection of commands
    to deal with track view and schematic view
    components.
  • (track view to show the track view ,new track
    view ,save track view ,delete track view)
  • (new schematic view ,save schematic view ,delete
    schematic view).

39
Render Menu.
  • This menu contains all the commands and
    components that the user will need in the
    rendering operation like (render engine, render
    settings, lighting technique, Environment,
    effects ,etc ..)
  • It also contains the Material Editor component
    that used for creating and editing the materials
    used in the scene.

40
Main Tool bar.
  • Undo
  • Redo
  • Select and Link
  • Unlink Selection.
  • Bind to space warp.
  • Selection Filter
  • Select
  • Select by name.
  • Selection Region
  • Window/cross selection
  • Select and move
  • Select and rotate

41
Main Tool bar.
  • Select and scale.
  • Reference coordinate system.
  • Use Center Flyout.
  • ?select and manipulate.
  • (2D,2.5D,3D) snap.
  • Angular snap.
  • Percent Snap.
  • Spinner snap.
  • Named Selection set
  • Named Selection set
  • Mirror
  • ?Alien.
  • Layer Selection.
  • Curve Editor.
  • Schematic Editor.
  • Material Editor.
  • Render.

42
Create Panel .
  • Geometry creates renderable 3D geometries (
    standard ,extended , compound , etc)
  • Shapes create the 2D shapes used in the scene.
  • Lights creates lights ( omnie , target spot,
    target direct , free spot , free target , ski
    light ,etc).
  • Camera creates the Cameras that will be used in
    the scene theres two kinds of cameras ( target
    or Free camera).
  • Helpers create the helpers objects that 3Ds Max
    offers ( dummies, Measurements , etc ..)
  • Space Wrapper create space wrappers that can be
    applied to Geometry objects to effect it.
  • Systems combine objects, controllers, and
    hierarchies to provide geometry associated with
    some kind of behavior

43
Modify Panel.
  • This panel contain the object that you want to
    modify and rollout for all its parameters.
  • Modifier list to apply a modifier to that
    object.
  • Modification stack contains all the
    modification that have been applied to the object
    ordered from old to latest modifiers applied.
  • Parameters rollout and any other rollout
    associated to the selected modifier from the
    modification stack.
  • This panel is used to modify and edit the objects
    it the main toll that will be used in objects
    modeling and designing.

44
Material Editor.
  • This component is used for creating and editing
    the materials that exist in the scene.
  • This component contains list of all the materials
    that exist in the scene with a collection of new
    materials (slandered materials) for creating new
    materials.
  • It contains list of rollout that enables the
    users to modify the parameters and
    characteristics of the materials to create new
    materials.
  • Like the color , texture , reflection ,
    refraction (transparency), self lamination ,
    etc..
  • It offers the users a collection of predefined
    Materials saved in the material library files
    open from the material browser.

45
Track View.
  • Enables the users to deal with the objects
    parameters over the time as curves that can be
    edited to edit the movement or animation behavior
    of this parameter over the time.

46
3Ds Max 6.0
  • Working with 3Ds Max.

47
Working with 3Ds Max.
  • To Create a good quality scene or image using 3Ds
    max theres some requirement that must exist in
    the scene in order to produce a good product.
  • The object.
  • Materials.
  • Lights.
  • Cameras.
  • Animations.

48
Objects.
  • The objects that can be represented in the scene
    can be predefined primitives and models or user
    designed models.

49
Predefined Models.
  • Standard primitives the simple primitives
    offered by 3Ds Max like ( box, sphere , cylinder
    , tours , etc .) can be created from the create
    panel or the create menu.
  • Extended primitives more complex primitives
    that are defined and offered by 3Ds Max like
    (chamfer box, chamfer cylinder, capsule , hose ,
    hedra , oil tank , etc ..)

50
User Designed Models.
  • Any model that have been designed and modeled by
    the user is a User Designed model. Theres so many
    modeling techniques like (poly , mesh , patch and
    NURBS ) modeling.

51
Modeling Techniques .
  • Poly and Mesh are very similar but the poly is
    better than the mesh it has more modeling tools
    and more flexible than the mesh modeling it can
    be considered as an developed version of the mesh
    modeling.
  • NURBS (Non-Uniform Rational B-Splines) is a
    technique for interactively modeling 3D curves
    and surfaces.
  • Patch the same as the ploy but with different
    tools for modeling.

52
Materials Textures
  • Theres a a difference between the material and
    the texture.
  • Texture is the image or the picture the will be
    applied to one property of the Material like
    (diffusion color , opacity , bump , reflection
    , etc.. ).
  • To apply a texture to a model we apply the
    texture of image to the diffuse property of the
    material associated to the model.
  • The material is the skin that covers the model
    theres a set of properties associated to each
    material changing these properties produces a
    different material .

53
Materials Textures continue.
  • Diffuse the color or texture of the material.
  • Opacity the transparency of the material.
  • Self Illumination the self shining degree of
    the object color or texture.
  • Bump to assign a prominence texture to the
    material (to increase the details of the objects
    with out the need for complicated modeling.)
  • Reflection to assign a reflection map to an
    object to represent the global environment
    reflection that can occur on the object if it was
    really reflective object.

54
Materials Types.
  • Standard Material the default material
    supported by the 3Ds Max and have all the
    previous properties .
  • Raytrace creates fully raytraced reflections and
    refractions. It also supports fog, color density,
    translucency, fluorescence.
  • Architectural provides a physically accurate
    material. It is especially intended for use with
    the default scanline renderer and radiosity.
  • Mental ray are provided for use with the mental
    ray render.

55
Materials Types continue.
  • Matt\Shadow is specifically for making an object
    into a matt object that reveals the current
    environment map. A matte object is effectively
    invisible in the scene, but it can receive
    shadows cast onto it from other objects.
  • Shell is for storing and viewing rendered
    textures.
  • Advanced Light override is used to fine-tune the
    effects of a material on radiosity or the light
    tracer. This material is not required for
    calculating advanced lighting, but it can help
    improve the result.

56
Materials Types continue.
  • LightScape helps support import and export of
    data from the Lightscape product.
  • Ink 'n Paint gives a cartoon appearance to
    objects.
  • The DirectX 9 Shader enables you to shade
    objects in viewports using DirectX 9 (DX9)
    shaders. To use this material, you must have a
    display driver that supports DirectX 9, and you
    must be using the Direct3D display driver.
  • Other material types fall into the category of
    Compound materials

57
Compound Materials.
  • Blend mixes two materials on a single side of a
    surface.
  • Composite mixes up to 10 materials, using
    additive colors, subtractive colors, or opacity
    mixing.
  • Double-Sided lets you assign different materials
    to the front and back faces of an object.
  • Morpher uses the Morpher modifier to manage
    multiple materials over time.
  • Multi/Sub-Object uses the sub-object level to
    assign multiple materials to a single object,
    based on material ID values.
  • Shellac material superimposes one material on
    another using additive composition.
  • Top/Bottom material lets you assign different
    materials to the top and bottom of faces of an
    object.

58
Lights.
  • Lights are objects that simulate real lights such
    as household or office lamps, the light
    instruments used in stage and film work, and the
    sun itself. Different kinds of light objects cast
    light in different ways, emulating different
    kinds of real-world light sources.

59
Target Spotlight.
  • A spotlight casts a focused beam of light like a
    flashlight, a follow spot in a theater, or a
    headlight. A target spotlight uses a target
    object to aim the camera.

60
Free Spotlight.
  • A spotlight casts a focused beam of light like a
    flashlight, a follow spot in a theater, or a
    headlight. Unlike a targeted spotlight, a Free
    Spot has no target object. You can move and
    rotate the free spot to aim it in any direction.

61
Targeted Directional lights.
  • Directional lights cast parallel light rays in a
    single direction, as the sun does (for all
    practical purposes) at the surface of the earth.
    Directional lights are primarily used to simulate
    sunlight. You can adjust the color of the light
    and position and rotate the light in 3D space.

62
Free Directional lights.
  • Unlike a targeted directional light, a Free
    Direct light has no target object. You can move
    and rotate the light object to aim it in any
    direction.

63
Omni light.
  • An Omni light casts rays in all directions from a
    single source. Omni lights are useful for adding
    "fill lighting" to your scene, or simulating
    point source lights

64
Skylight light.
  • The Skylight light models daylight. It is meant
    for use with the Light Tracer You can set the
    color of the sky or assign it a map. The sky is
    modeled as a dome above the scene.

65
Cameras.
  • Cameras present a scene from a particular point
    of view. Camera objects simulate still-image,
    motion picture, or video cameras in the real
    world.

66
Animation.
  • The basic way to animate is quite simple. You
    animate the transform parameters of any object to
    change its position, rotation, and scale over
    time. Turning on the Auto Key button, then moving
    the time slider places you in a state in which
    any changes you make will create animation for
    the selected objects in the viewport.

67
Animation Types.
  • There is a lot of animation types supported by
    3Ds Max.
  • Standard animation changing the objects
    parameters on time using key frames then the
    program will calculate the intermediate frames .
  • Constrains animation where the object animated
    using a certain constrain (sound wav, path, noise
    , etc..)
  • Motion Capture Animation motion capture
    animation is an animation method where humans use
    machines to capture their movement to assign it
    to other 3D character models or any other model.

68
Animation Types.
  • Characters Animation where user can use a
    certain behavior in the animation (steps , speed
    , etc ..).
  • IK animation type of animation used to animate
    Machines and electronic robots where the arms of
    the object animated under certain constrains and
    behavior (can be used for character animation .)
  • Physical Computation where you assign a
    physical parameters to each object on the scene
    and global environmental physical values like
    (gravity , wind direction , wind speed , objects
    mass , etc ..)

69
Good Scene Requirements.
  1. Accurately Modeled Models.
  2. High level Detailed materials.
  3. Accurate lights distribution (supporting indirect
    lights will increase the image realty in a good
    way )
  4. Cameras ( the picturing process and the setting
    of the camera helps in increasing the final image
    quality .)
  5. Global Environment .
  6. Animation.
  7. Special Effects. (if needed)
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