Showing posts with label 3ds max Interface. Show all posts
Showing posts with label 3ds max Interface. Show all posts

Saturday, May 27, 2017

3ds max what is it?

3ds max what is it?                           3ds max what is it? the question ask by many peoples there for I will answer 3ds max what is it? Question today. Autodesk 3ds Max, formerly 3D Studio, then 3D StudioMax is a professional 3D computer graphics program for making 3D animations, models, games and images. It is developed and produced by Autodesk Media and Entertainment.


A signifi cant portion of your work as a 3D artist will involve sketching and drawing throughout the design process. Not only will these visual explorations help convey your ideas to others, but they will help you see problems within a design and help you refi ne your ideas. 3D computer modeling and animation take design visualization beyond hand-drawn sketches and foam-core models by allowing you to create a complete replica of your design and study it from any point of view in any lighting condition.
With AutodeskR 3ds MaxR , you can apply color, texture, lighting, and other effects to see
how variations of these elements affect your design. You can get a realistic look at your design to help you make better decisions as you progress through the design process.
Mastering Autodesk 3ds Max 2013 is intended to help an extremely broad audience ranging
from those interested in creating content for fi lms, television, and games to architects, designers and visualization artists to present their designs through 3D models, rendered still images,and animations. This book focuses on the use of 3ds Max 2013 as a modeling and presentation tool. Because Mastering Autodesk 3ds Max 2013 is focused on such varied issues, you will not find comprehensive information about character animation or advanced special effects. You also will not find descriptions of every single tool or function available in 3ds Max 2013, since the software
is extremely robust and the length of this book, after all, is limited.
In this book you will find step-by-step tutorials covering the primary functions of the software
that you will use in the process of modeling, texturing, lighting, and animating projects.
These tutorials are based on years of experience using 3ds Max on real projects with real
requirements and deadlines. By completing the tutorials, you will learn how to construct complex geometric forms and how to apply realistic textures and lighting to study a design. You will also learn how to create effects to help emphasize parts of your projects for presentations. Mastering Autodesk 3ds Max is also an Official Training Guide for Autodesk’s 3ds Max certification exam. See Autodesk 3ds Site for more information about certification.
TIPS TIME:
As you probably already know, Vray is a render plugin. ... Vray's features mainly aim at creating photorealistic images, together with improving rendering speed. Currently, Vray exist for 3D Studio Max, Maya, Rhinoceros 3D, Sketchup, Softimage, Blender and there's even a standalone version available.'

This is how much more you'll pay for Autodesk software

ProductPerpetual LicenseUpgrade Fee
3ds Max$3,675$2,575
3ds Max Entertainment Creation Suite Standard$5,775$4,045
AutoCAD$4,195$2,935
AutoCAD Design Suite Premium$5,245$3,670

Wednesday, January 11, 2017

3ds max Interface


3ds max Interface

The create tab will allow one to easily choose a form or type of shape from the menu and build it. Various other objects can be chosen from the menu, such as shapes, cameras, and lights from the same menu. The modifier tab is where complexity comes into play for 3ds Max. Selecting various modifiers will change and add different features to the models.

 Tips:

Autodesk 3ds Max, formerly 3D Studio, then 3D StudioMax is a professional 3D computer graphics program for making 3D animations, models, games and images. It is developed and produced by Autodesk Media and Entertainment.


3ds max interface

When the render is started, the render window will open and this is where the render will be viewed. From this menu you can save, clear, or copy the current rendered image. The render setup window holds every adjustment and option available for the rendering.Material,Browser,Render,Setup,Render,Window,Start This area can select whatview will be renderedThis area is where adjustments as to which viewport will be rendered and the size of the renderered image
Max Render
Max has various preset rendering conditions, such as mental ray daylighting that require few changes with great results.

Material Editor


The material editor tab is one of the most important parts of rendering. In order to make a model look like something other than a grey box, a material must be created. Most new versions of 3ds Max have the “Slate Material Editor,” but the “Compact Material Editor” can be selected by the mode button. Previews of the output of the material when rendered

Get material will create a new material from scratch to be ready for editing.
3ds Max has many pre-made materials that can be used as is or easily customized. When a material is as desired, this button will apply the material
to any selected object. Previews of the output of the material when rendered
When the get material button is selected, this window will open up as the materials available

When the get material button is selected, this window will open up as the materials available to be selected. The materials that are under the mental
ray tab are advised to be selected because they are higher quality when rendered. Arch & Design acts as a base material that can be customized.

Tip Time: 
As you probably already know, Vray is a render plugin. ... Vray's features mainly aim at creating photorealistic images, together with improving rendering speed. Currently, Vray exist for 3D Studio Max, Maya, Rhinoceros 3D, Sketchup, Softimage, Blender and there's even a standalone version available.


More Questions?

Come by the arc for any further help regarding anyting 3ds Max
http://usa.autodesk.com/3ds-max/
Autodesk makes multiple trial versions and student verions of their software available for any student on their website.

Monday, January 9, 2017

Getting Started with Autodesk 3ds Max

                Today answer is Getting Started with Autodesk 3ds Max So start now Although many of 3ds Max’s components are typical for a Windows program, quite a few are unique to 3ds Max; therefore, a solid understanding of them is essential to using the aprogram effectively. To begin exploring the 3ds Max 2013 interface, start the program by doing one of the following: u Double-click the 3ds Max 2013 icon on the Desktop. u Choose Start ‚ All Programs ‚ Autodesk ‚ Autodesk 3ds Max 2013 ‚ Autodesk 3ds Max 2013. If you are on a 64-bit Windows system, you will see the 64-bit suffi x on the folder and icon names. You’ll see a variety of components in the 3ds Max 2013 window. Some may be familiar to you while others may not. At the top, you see a typical Windows menu bar and the 3ds Max Main Toolbar. Depending on your default settings, you may also see up to nine more fl oating or docked toolbars containing additional 3ds Max tools. Beneath the Main Toolbar is the Graphite Modeling Tools toolbar. In the center, you see the viewport area, which currently shows the Top, Front, Left, and Perspective viewports. At the lower-right corner of the screen, you fi nd the viewport navigation tools for adjusting your views in the current viewport. Also included are the time controls for creating and playing animations, the prompt line and status bar, and the MAXScript Mini Listener (for creating macros). On the left side of the window above the MAXScript area is the new Viewport Layout Tabs toolbar. On the right side of the user interface is the Command panel, which contains nearly all the tools you’ll use to create and edit objects in 3ds Max. Let’s take a closer look at each of these components. 3ds Max often provides several methods, including toolbars, Command panels, menus, and shortcuts, for accomplishing the same task. 

3ds max inteeface 3ds Max opening...Now what?The 3ds Max logo in the upper left corner actslike the main file button of most programs.If anything was previously developed in 3ds max,then the file can be opened here.



Most often, other formats will be imported toMax. If this is the case, then hitting importwill open an import window where one canchoose any format to import into Max.
Setting up the new model





Coherence between models that may be imported is key. In order to keep the same scales, the units must be the same. The customize menu in Max will allow one to select the units setup menu. In the Units Setup, one can choose to set the units towhichever the model requests.




The Interface 3ds Max runs on an interface that is strictly button based rather than programs like AutoCad that are mostly command based.





Viewports


3ds Max is based by default in four different viewports. The four viewports show four different views of the model space. Working between multiple viewports at one can allow much more efficiency and flexibility in design. The ability to see how the model looks in various views at one time is important to the final outcome. Will allow one to edit the view of the selected viewport Will allow one to edit the rendering of the selected viewport Hitting ALT+w will maximize any selected viewport to full screen




Saturday, January 7, 2017

Getting Started with Autodesk 3ds Max


       Although many of 3ds Max’s components are typical for a Windows program, quite a few
are unique to 3ds Max; therefore, a solid understanding of them is essential to using the
program effectively. To begin exploring the 3ds Max 2013 interface, start the program by
doing one of the following:


Double-click the 3ds Max 2013 icon on the Desktop.


 Choose Start ‚ All Programs ‚ Autodesk ‚ Autodesk 3ds Max 2013 ‚ Autodesk 3ds Max
2013.
If you are on a 64-bit Windows system, you will see the 64-bit suffi x on the folder and icon
names.
You’ll see a variety of components in the 3ds Max 2013 window (see Figure 1.2). Some may be
familiar to you while others may not.
3ds max
figure 1.2












The Large Icons Option
The images in this article use the default Large Icons option to display the toolbar buttons better.
To deactivate this option and use the smaller icons, thereby gaining some much-needed viewport
workspace, choose Customize ‚ Preferences to open the Preference Settings dialog box. In the UI
Display group of the General tab, deselect the Use Large Toolbar Buttons option, and then shut
down and restart 3ds Max for this setting to take effect.
At the top, you see a typical Windows menu bar and the 3ds Max Main Toolbar. Depending
on your default settings, you may also see up to nine more fl oating or docked toolbars containing
additional 3ds Max tools. Beneath the Main Toolbar is the Graphite Modeling Tools toolbar.
In the center, you see the viewport area, which currently shows the Top, Front, Left, and
Perspective viewports. At the lower-right corner of the screen, you fi nd the viewport navigation
tools for adjusting your views in the current viewport. Also included are the time controls
for creating and playing animations, the prompt line and status bar, and the MAXScript Mini
Listener (for creating macros). On the left side of the window above the MAXScript area is the
new Viewport Layout Tabs toolbar. On the right side of the user interface is the Command
panel, which contains nearly all the tools you’ll use to create and edit objects in 3ds Max. Let’s
take a closer look at each of these components. 3ds Max often provides several methods, including
toolbars, Command panels, menus, and shortcuts, for accomplishing the same task.
Touring the Interface
3ds Max offers a wealth of tools, and their sheer number can be overwhelming. To get a basic
understanding of the 3ds Max window, we’ll present each of the window components individually,
starting with the Menu Bar.
The Menu Bar
At the top of the screen is the Menu Bar. Here you’ll fi nd the typical Windows commands for fi le
maintenance, as well as commands specifi c to 3ds Max.
Standard to 3ds Max 2013 is the Application button (see Figure 1.3), which replaced the traditional
File menu in the 2010 release. The Application button is a graphical representation of the
tools from the traditional File menu, including opening and saving fi les, importing, exporting,
and referencing fi les. The Application button is also where you can set a project folder, access
the Asset Tracking tool, and check statistics about the current fi le. If you are more comfortable
using the traditional File menu, you can restore it to the 3ds Max interface using the dialog box
that appears when you select Customize ‚ Customize User Interface.
The options in the Menu Bar are organized the same way as they are in most Windows
applications. Clicking an option issues a command, and you’re expected to take some action. An
option that’s followed by three periods, called an ellipsis, opens a dialog box, usually to allow
you to make changes to settings related to the option. An option with a right-pointing arrow
displays more options in what is called a cascading menu, as shown in Figure 1.4. Depending on
your version of Windows, user settings, and if you have a pen tablet attached to you system,
your menus may cascade to the left or to the right.

Thursday, January 5, 2017

units in 3ds max

 Selecting the right units in 3ds max

                                    The Unit 3ds max  setup dialog appears when you click System Unit Setup in the Unit Setup dialog,
Go to the following Menus for opening the Unit Setup dialog
  1. Standard menu: Customize menu >>> Units Setup >>> Units Setup dialog > >>Click System Unit Setup.
  1. Enhanced menu: Customize menu >>> Customization >>> Units Setup >>> Units Setup dialog > >>Click System Unit Setup.
          Why it is because of the nature of the digital floating_point calculation, distance that are more large or extra small can cause round_off error. Symptoms of round_off error include trouble navigating zooming and panning become too fast or too slow, unwanted viewport clipping, and unexpected flipping of normals. Here are some general guidelines to avoid these problems:

  1.  You should Make sure your scene is roughly centered around the origin (0,0,0). Round-off error increases at large distances from the origin.
  1. And also Make sure no significant detail in the scene is smaller than one generic 3ds Max unit.
  2. Note: The Rescale worlds unit utility alters the scale of world units throughout the entire scene, or selected objects. 


Procedures

To change the system unit:
  1. Choose Customize menu >> Units Setup.
  2. Click System Unit Setup.
  3. Change the System Unit Scale value, and click OK.
    The system unit is immediately reset. This setting remains in effect until you change it.

    System Unit Scale group


    Unit and Measurement fields
    Change the scale of the 3ds Max unit. The system unit is the standard measurement throughout 3ds Max. You should only change the system unit value before importing or creating geometry.
    Respect System Units in Files
    When on, if you open, merge, XRef, or drag and drop geometry from file that has different system unit settings, a  file load units Mismatch dialog is displayed. This dialog gives you the choice of rescaling the geometry to match the current system units, or adopting the units used in the file. When off, the dialog is not displayed, and the file is assumed to have the same units as the current 3ds Max session. Default=on.


    [Origin slider, Distance from Origin, and Accuracy]


    These controls provide a system unit calculator to help you determine the unit scale for your project. The resolution of measurement diminishes as the distance to the origin of space increases, so you need to consider space granularity when you choose a scale for your project. If you're modeling an island, for example, this calculator can help you determine the smallest object you should model on the island. In other words, don't use a unit scale of millimeters if you plan on modeling an island that's many miles across.

    When you use the slider or the text field to enter a distance from the origin, the Resulting Accuracy changes to show what the round-off error will be at that distance.

    These controls don't change the unit settings in 3ds Max. They don't reflect the extents of the current scene, either.

    Origin slider
    Move the slider for interactive feedback of distance and accuracy. Right-click the scale to reset the slider to 0. Dragging the slider displays the last slider position as a small square on the scale markings.
    The slider covers distances from 0 to the maximum distance that's accurate to one system unit.
    Distance from origin
    Enter the maximum distance you want to use in your project to determine the maximum accuracy, which is displayed in the Accuracy field. Values consider current settings for system scale and unit.
    Note: When you type a distance, you must press Enter to update the Resulting Accuracy field. Pressing Tab simply moves the focus to Resulting Accuracy, without doing the calculation.
    Resulting Accuracy
    Enter the minimum resolution you will use to determine the maximum size or distance that is most practical. Values consider current settings for system scale and unit.
    For example, if units are in feet and decimal inches in Customize menu Units Setup, and you type (1', 1 foot) in the Accuracy field, a value of 22369620'0.0" is displayed in the Distance From Origin field. If you move an object that's one foot across, at this distance away from the origin of space, a round-off error will occur, and the shape of the object will be compromised.


Using the create and Modify Panel in 3ds max

                  
               The most important thing in 3ds max is how can Using the create and Modify Panel in 3ds max The Create panel provides the controls for creating objects and adjusting their parameters.
To access the Create panel:
Click 
(Create tab) on the command panel.

By default, this panel is open when you start 3ds Max. If the command panel isn't visible, choose it from the Customize the display right click menu Alternatively, open the Customize menu, then the Show UI submenu, and choose Show Command Panel.
Click an object type to display its Parameters rollout.

The Creation Process

The actual creation of objects is accomplished with a single click of the mouse, a drag, or some combination, depending on the object type. This is the general sequence:
Choose an object type.
Click or drag in a viewport to create an object of approximate size and location.
Adjust the object’s parameters and position, either immediately or later.

Create Panel Interface

Controls in the Create panel vary depending on the kind of object you are creating. However, certain controls are always present, and others are shared by nearly all object types.
Category

Buttons at the top of the panel access the seven main categories of objects. Geometry is the default category.Subcategory

A list lets you select subcategorie. For Eq, subcategories under Geometry include Standard Primitives, Extended Primitives, Compound Objects, Particle Systems, Patch Grids, and NURBS Surfaces.Object Type

A rollout contains labeled buttons for creating objects in a 'particular subcategory' plus the Auto grid. checkbox.Name and Color

The Name shows the automatically assigned name of the object. You can edit this name or replace it with another. (Different objects can have the same name, though this is not recommended.) Clicking the square color swatch brings up an Object color dialog to change the color of the object as it appears in viewports (the wireframe color).Creation Method

This rollout provides a choice of how you use the mouse to create an object. For example, you can use either the center (radius) or edge (diameter) to define the size of a Circle shape.

A default creation method is always selected when you access the tool. If you want to use an alternate method, choose the option before you create the object. The creation method has no effect on a finished object; the options are for your convenience during creation.Keyboard Entry

This rollout lets you enter creation parameters from the keyboard for geometric primitive and shape objects.Parameters

This rollout shows creation parameters: the defining values for an object. Some parameters can be preset, while others are only for adjustment after an object has been created.Other rollouts

Additional rollouts can appear on the Create panel, depending on what kind of object you create.

Modify Panel in 3ds max 2016

      After adding object's to your scene from the Create panel you can move to the Modify panel to change an object original creation parameter and to apply modifiers. Modifiers are the basic tools for reshaping and adjusting primitive geometry.
Note: You can float or dismiss the command panel using the Customize Display right-click menu. The default setting is to display the command panel docked at the right of your screen. If it is not displayed or you want to change its location and docking or floating status, right-click in a blank area on any toolbar, and choose from the shortcut menu.

The Modify panel stays in view until you click another command panel tab. The panel updates to show the options and controls that are available for the currently selected object or modifier.

Using Modifiers

Once you’ve applied modifiers to an object, you can use the Modifier Stack to find a particular modifier, change its parameters, edit its sequence in the modifier stack, copy its settings to another object, or delete it entirely.
You can find alphabetical lists of modifiers in Objects-space Modifier and World-Space Modifiers.

General Guidelines

You can generally do the following with the Modify panel:
  1. Modify anything you can select. This includes any object or set of objects, or any part of an object down to the sub-object level. For example, you can use the Mesh Select modifier to select a single face, then apply a Taper modifier to it.
  2. Apply an unlimited number of modifiers to an object or part of an object.The order or sequence in which you make modifications is important. Each modification affects those that come after it. See Using the Modifier Stack.
  3. Note: Some modifiers can be applied only to certain types of objects.

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