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3DS MAX – Micro Reference Manual – Space Warps – Modifier-Based

3DS MAX – Micro Reference Manual – Space Warps – Modifier-Based

A Space Warp (deformatori dello spazio) warps the space where an objec lives.
It is really important the Space Warp position in the space.
You can bind an object to one or multiple Space Warps.
You can bind a Space Warp to one or multiple objects.
You can animate Space Warps values.

GENERAL

Create a Space Warp
1. Create an object in the viewport
2. Right Column> Space Warps> Modifier-Based> Bend, click + DRAG in the Viewport to create the Space warp
3. Main Toolbar> ‘Bind to Space Warp’, in the Viewport click on Space Warp + DRAG (you will see a dotted line) over the object.

Modify a Space Warp
1. Select a Space Warp
2. Right Column> Modify

Remove a Space Warp effect over the object
1. Select the object
2. Right Column> Modify> in the stack you can see the Space warp, click over the slot with LMB to select it, click RMB> Delete

Remove a Space Warp from viewport
1. Select the object
2. Press CANC

LIST

Right Column> Space Warps> Modifies-Based>

– Bend
– Twist

– Taper
– Skew

– Noise (great for water and fabric)
– Stretch (great for objects made of rubber)

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3DS MAX – Micro Reference Manual – Explode Object

3DS MAX – Micro Reference Manual – Explode Object

Basic Techniques to explode an object.

GEOMETRY EXPLOSION 1

To Explode geometry you need a bomb…

Bomb Space Warp
1. Create an object in the viewport
2. Right Column> Space Warps> Geometric/Deformable> Bomb, click + DRAG in the Viewport to create the Space warp
3. Main Toolbar> ‘Bind to Space Warp’, in the Viewport click on Space Warp + DRAG (you will see a dotted line) over the object.

Modify a Space Warp
1. Select a Space Warp
2. Right Column> Modify

Remove a Space Warp effect over the object
1. Select the object
2. Right Column> Modify> in the stack you can see the Space warp, click over the slot with LMB to select it, click RMB> Delete

Remove a Space Warp from viewport
1. Select the object
2. Press CANC

GEOMETRY EXPLOSION 2

You can use PArray (particle system – non driven event)+PBomb(space warp-forces) to create sophisticated object explosions.

PArray (The Particle Array particle system can distribute particles OUTSIDE the surface of a geometric object. You can also use it to create sophisticated object explosions.)
Emitter Object setup:
1. In the Top Left Viewport> Wireframe You need a wireframe visualization to see particles inside the object!
2. Right Column> Create> Geometry> Particle System> PArray
3. Select the particle system, Right Column> Modify> Basic Parameters> Object-Based Emitter> Pick Object> pick the object in the Viewport
4. Select the particle system, Right Column> Modify> Particle Type> Object Fragments Controls (It explodes the Object and creates solid fragments)

Add space warp PBomb
The PBomb space warp creates an impulse wave to blow up a particle system.
1. Right Column> Space Warps> Forces> PBomb, click + DRAG in the Viewport to create the Space warp
3. Main Toolbar> ‘Bind to Space Warp’, in the Viewport click on Space Warp + DRAG (you will see a dotted line) over PArray.

TO INFLATE THE GEOMETRY

1. Select the object, RIGHT COLUMN> Modify> Modifier List> OBJECT-SPACE MODIFIERS> Push

TO SHAKE THE GEOMETRY

1. Select the object, RIGHT COLUMN> Modify> Modifier List> OBJECT-SPACE MODIFIERS> Noise
2. Noise> Parameters> Noise check Fractal
3. Noise> Parameters> Animate check Animate Noise
4. Noise> Parameters> Strenght setup X Y Z

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3DS MAX – Micro Reference Manual – Space Warps – Geometric-Deformable

3DS MAX – Micro Reference Manual – Space Warps – Geometric-Deformable

A Space Warp (deformatori dello spazio) warps the space where an objec lives.
It is really important the Space Warp position in the space.
You can bind an object to one or multiple Space Warps.
You can bind a Space Warp to one or multiple objects.
You can animate Space Warps values.

GENERAL

Create a Space Warp
1. Create an object in the viewport
2. Right Column> Space Warps> Geometric/Deformable> Wave, click + DRAG in the Viewport to create the Space warp
3. Main Toolbar> ‘Bind to Space Warp’, in the Viewport click on Space Warp + DRAG (you will see a dotted line) over the object.

Modify a Space Warp
1. Select a Space Warp
2. Right Column> Modify

Remove a Space Warp effect over the object
1. Select the object
2. Right Column> Modify> in the stack you can see the Space warp, click over the slot with LMB to select it, click RMB> Delete

Remove a Space Warp from viewport
1. Select the object
2. Press CANC

LIST

Right Column> Space Warps> Geometric/Deformable>

– FFD(Box)
– FFD(Cyl)

– Wave
– Ripple

– Displace (Displacement Map)
– Conform (The Conform space warp modifies its bound object by pushing its vertices in the direction indicated by the space warp icon, until they hit a specified target object, or until the vertices move a specified distance from their original position.)

– Bomb (Object Explosion! Boom!)

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3DS MAX – Micro Reference Manual – Setup Light – Basics

3DS MAX – Micro Reference Manual – Light Setup – Basics

CREATE

Photometric

1. Right Column> Create> Lights> Photometric>
– Target Light
– Free Light
– mr Sky Portal

2. Click on Viewport to create the light

Standard

1. Right Column> Create> Lights> Standard>
– Target Spot
– Free Spot

– Target Direct
– Free Direct

– Omni
– Skylight

– mr Area Omni
– mr Area Spot

Systems

1. Right Column> Create> Systems> Standard
– SunLight (Latitude, Longitude, Time)
– DayLight (Latitude, Longitude, Time)

2. Click on Viewport to create the light

MANAGE

Main Top Menu> Tools> Light Lister

Main Top Menu> Tools> New Scene Explorer

Main Top Menu> Tools> Manage Layers

Main Tool Bar> Schematic View

MODIFY

1. Select a light
2. Right Column> Modify>

SHADOWS

RIGHT COLUMN SETUP

Right Column> Modify> General Parameters> Shadows> check ‘On’
Right Column> Modify> General Parameters> Shadows> choose ‘Ray Traced Shadows’
Right Column> Modify> General Parameters> Shadows> ‘Exclude’ button

Right Column> Modify> Intensity/Color/Attenuation>

Right Column> Modify> Intensity/Color/Shadow Parameters>

Right Column> Modify> Intensity/Color/Ray Traced Shadow Parameters>

OBJECT PROPERTIES SETUP

LMB over an object to select> RMB over the selected object> Object properties> General> Rendering Color
– Receive Shadows
– Cast Shadows

RENDERING SETUP

Main Top Menu> Render Setup…> Common> Assign Renderer> Production> Default Scanline Renderer

Main Top Menu> Render Setup…> Renderer> Default Scanline> Options> check ‘Shadows’

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3DS MAX – Micro Reference Manual – Subdivision Surfaces

3DS MAX – Micro Reference Manual – Subdivision Surfaces

TURBO SMOOT

The fastest – few options

1. Select a poly object
2. Main Top Menu> Modifiers> Subdivision Surfaces> TurboSmoot

1. Select a poly object
2. Right Column>Modifier List> TurboSmoot

MESH SMOOT

Advanced – great for fine tuning subdivision surfaces – a lot of options – single point weight setup!

1. Select a poly object
2. Main Top Menu> Modifiers> Subdivision Surfaces> MeshSmoot

1. Select a poly object
2. Right Column>Modifier List> MeshSmoot

HSDS MODIFIER

Advanced – Layered

1. Select a poly object
2. Main Top Menu> Modifiers> Subdivision Surfaces> HSDS Modifier

1. Select a poly object
2. Right Column>Modifier List> HSDS

INSIDE EDITABLE POLY

Basic – You do not need modifiers!

1. Create an object
2. Right Column> RMB over object name> Editable Poly ( Convert an object into an editable polygonal object)
3. Right Column> LMB over the object name> Subdivision Surface

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