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3Ds Max

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Title: 3Ds MAX 6.0 Author: ahmed Last modified by: Deepak Created Date: 4/25/2005 9:03:04 PM Document presentation format: On-screen Show (4:3) Company – PowerPoint PPT presentation

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Title: 3Ds Max


1
3Ds Max
  • Working with 3Ds Max.

2
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.

3
Objects.
  • The objects that can be represented in the scene
    can be predefined primitives and models or user
    designed models.

4
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 ..)

5
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.

6
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.

7
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 .

8
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.

9
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.

10
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.

11
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

12
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.

13
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.

14
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.

15
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.

16
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.

17
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.

18
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

19
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.

20
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.

21
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.

22
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.

23
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 ..)

24
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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