3ds max

3DS MAX – Micro Reference Manual – Cloth – Curtain Simulation

3DS MAX – Micro Reference Manual – Cloth – Curtain Simulation

CREATE GEOMETRY

1. RIGHT COLUMN> Create> Geometry> Standard Primitives> Plane (the Courtain)
2. RIGHT COLUMN> Modify> Plane> Parameters> Length Segs: 50 / Width Segs: 50 (we need a lot of subdivision)
3. Create a Box in viewport (the Courtaib Rod), and put it in the top of the Plane

CREATE CLOTH

4. Select the Courtain, RIGHT COLUMN> Modify> Modifier List> Cloth

CONSTRAIN CLOTH

(vincolare il tessuto)

5. RIGHT COLUMN> Modify> Cloth> Group> in the viewport select the top vertex of the Plane
6. RIGHT COLUMN> Modify> Cloth> Group> ‘Make Group’, in the bottom list the ‘Group001 (unassigned)’ has been created.
7. RIGHT COLUMN> Modify> Cloth> Group> ‘Node’> Pick the Courtain Rod in the viewport

ANIMATE THE COURTAIN ROD

8. You can move over the timeline the Courtain Rod and create some keyframes.

COURTAIN CLOTH SIMULATION

8. RIGHT COLUMN> Modify> Cloth> Cloth> Object> ‘Object Properties’> check ‘Cloth’
9. RIGHT COLUMN> Modify> Cloth> Cloth> Object> ‘Object Properties’> Cloth Properties> Presets> Cotton
10. RIGHT COLUMN> Modify> Cloth> Cloth> Object> Simulation> Simulate

ERASE SIMULATION

11. RIGHT COLUMN> Modify> Cloth> Cloth> Object> Simulation> ‘Erase Simulation’

OBJECT COLLISION

12. Create a Sphere in viewport (the Ball), and create keyframes to collide the Courtain in the animation.
13. Select the Courtain, RIGHT COLUMN> Modify> Cloth> Cloth> Object> ‘Object Properties’> Objects in Simulation ‘Add Objects’> pick the Ball, in the bottom of the current window check ‘Collision Object’> ‘OK’ button

FORCE FIELDS

1. RIGHT COLUMN> Create> Space Warps> Wind, DRAG in the viewport to create a wind space warp
2. RIGHT COLUMN> Modify> Cloth> Group> in the viewport select the bottom vertex of the Plane
3. RIGHT COLUMN> Modify> Cloth> Group> ‘Make Group’, in the bottom list the ‘Group002 (unassigned)’ has been created.
4. RIGHT COLUMN> Modify> Cloth> Group> ‘Forcefield’> Pick the Wind space warp
5. RIGHT COLUMN> Modify> Cloth> Cloth> Object> Simulation> Simulate

RENDERING

MAIN TOOLBAR> Material Editor> Select a Slot> Shader Basic Parameters> check ‘2-Sided’> Assign a material to Courtain
Usually, for Cloth you need a 2 sided material.

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3DS MAX – Micro Reference Manual – Rendering – Force Wireframe

3DS MAX – Micro Reference Manual – Rendering – Force Wireframe

SCANLINE RENDER ENGINE

1. Main Top Menu>Rendering>Render Setup> Common> Assign Renderer> Production> Default scanline Renderer
2. Main Top Menu>Rendering>Render Setup> Renderer> Default Scanline Renderer> check Force Wireframe
3. Main Top Menu>Rendering>Render Setup> Renderer> Default Scanline Renderer> Wire Thuckness: wireframe size (pixel)

VIEWPORT REALTIME 3D ENGINE

1. Create movie: Tools> Views-Grab Viewport> Create Animated Sequenced File…
2. Review the movie: Tools> Views-Grab Viewport> View Animated Sequenced File…
3. Save the movie: Tools> Views-Grab Viewport> Rename Animated Sequenced File…

LATTICE MODIFIER

The Lattice modifier converts the segments or edges of a shape or object into cylindrical struts with optional joint polyhedra at the vertices.
Use this either to create renderable structural geometry based on the mesh topology, or as an alternate method to achieve a rendered wireframe effect.

1. Create an object
2. Select the object, RIGHT COLUMN> Modify> Modifier List> OBJECT-SPACE MODIFIERS> Lattice

MATERIAL EDITOR

1. Material Editor> Modes (top menu)> Compact Material Editor> Shader Basic Parameters> check Wire
2. DRAG and DROP the material slot over the object in the viewport

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3DS MAX – Micro Reference Manual – Hair and Fur – Basics

3DS MAX – Micro Reference Manual – Hair and Fur – Basics

CREATE HAIR AND FUR

1. Select an Object
2. Right Column> Modify> Modifier List> WORLD-SPACE MODIFIERS> Hair and Fur (WSM)
3. Right Column> Modify> Hair and Fur (WSM)> General Parameters> Hair Count (Number of total hair in final render)
4. Right Column> Modify> Hair and Fur (WSM)> Display> Display Hairs> Percentage (Number hair in the Viewport)
5. Right Column> Modify> Hair and Fur (WSM)> Display> Material Parameters> Tip Color – Root Color

STYLE HAIR AND FUR

1. Right Column> Modify> Hair and Fur (WSM)> Frizz Parameters> (capelli crespi)
2. Right Column> Modify> Hair and Fur (WSM)> Kink Parameters> (capelli spettinati)
3. Right Column> Modify> Hair and Fur (WSM)> Styling> ‘Style Hair’ button> Hair Brush – Hair Cut..

DYNAMICS

1. Right Column> Modify> Hair and Fur (WSM)> Dynamics> None – Live – Precomputed

SIMPLE RENDER

Main Top Menu> Rendering> Effects> Environment> Effects> ‘Add’ button> Hair and Fur

Main Top Menu> Rendering> Render Elements> ‘Add’ button> Hair and Fur
The Hair And Fur render element produces an additional image that depicts only the elements in the scene generated by the Hair And Fur modifier. This image can be used for compositing.

LIGHT

1. Create a Light, select it, Right Column> Modify> Hair Light Attribute> check ‘Light Hair’

MENTAL RAY RENDER with shadows

1. Main Top Menu> Rendering> Effects> Environment> Effects> ‘Add’ button> Hair and Fur
2. Create a Light, select it, Right Column> Modify> Hair Light Attribute> check ‘Light Hair’
3. 1. Main Top Menu> Rendering> Effects> Environment> Effects> Hair and Fur> Hair and Fur> Hair Rendering Options> Hairs> mrprim (mental ray). It supports Shadow Map and Ray Trace Shadow.

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3DS MAX – Micro Reference Manual – Space Warps – Deflectors

3DS MAX – Micro Reference Manual – Space Warps – Deflectors

GENERAL

Create a Space Warp for NON EVENT DRIVEN PARTICLE SYSTEM
1. Create a particle system in the Viewport
2. Right Column> Space Warps> Deflectors> POmniFlect, 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 particle system.

Create a Space Warp for EVENT DRIVEN PARTICLE SYSTEM
1. Create a PF Source particle system in the Viewport
2. Use the shortcut: ’6′ to open ‘Particle View’ Window
3. Use the operator ‘Collision’> click ‘Add’ button, click a ‘Deflector Space Warp’ in the viewport

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

– POmniFlect (Planar)
Planar deflect and refract.

– SOmniFlect (Spherical)
Spherical deflect and refract.

– UOmniFlect (universal)
Object Based deflect and refract.
the geometry can be static, animated, or even morphing or otherwise deforming over time.

– UDeflector (obsolete, you must use UOmniFlect)

– SDeflector (obsolete, you must use SOmniFlect)

– Deflector (obsolete, you must use POmniFlect)

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3DS MAX – Micro Reference Manual – Space Warps – Forces

3DS MAX – Micro Reference Manual – Space Warps – Forces

GENERAL

Create a Space Warp for NON EVENT DRIVEN PARTICLE SYSTEM
1. Create a particle system in the Viewport
2. Right Column> Space Warps> Forces> Wind, 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 particle system.

Create a Space Warp for EVENT DRIVEN PARTICLE SYSTEM
1. Create a PF Source particle system in the Viewport
2. Use the shortcut: ‘6’ to open ‘Particle View’ Window
3. Use the operator ‘Force’> click ‘Add’ button, click a ‘Force Space Warp’ in the viewport

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

– Push
It applies a uniform, unidirectional force in a positive or negative direction.

– Motor
It applies rotational torque to the affected particles or objects rather than a directional force.

– Vortex (black holes, whirlpools, tornadoes)
It applies a force to particle systems, spinning them through a whirling vortex.

– Drag
It reduces particle velocity by a specified amount within a specified range.

– PBomb
The PBomb space warp creates an impulse wave to blow up a particle system.

– Path Follow
It forces particles to follow a spline path.

– Gravity
It simulates the effect of natural gravity.

– Wind
It is a directional wind.

– Displace
It apply the gray scale of a bitmap to generate the displacement amount.

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