NURBS curves and surfaces have the important properties of not changing under the standard geometric affine transformations Transforms , or under perspective projections. The CVs have local control of the object: moving a CV or changing its weight does not affect any part of the object beyond the neighboring CVs. You can override this property by using the Soft Selection controls.
Also, the control lattice that connects CVs surrounds the surface. This is known as the convex hull property. Surface tool was originally a 3rd party plugin, but Kinetix acquired and included this feature since version 3. It is often seen as an alternative to 'mesh' or 'nurbs' modeling, as it enables a user to interpolate curved sections with straight geometry for example a hole through a box shape.
Although the surface tool is a useful way to generate parametrically accurate geometry, it lacks the 'surface properties' found in the similar Edit Patch modifier, which enables a user to maintain the original parametric geometry whilst being able to adjust 'smoothing groups' between faces.
This is a basic method, in which one models something using only boxes, spheres, cones, cylinders and other predefined objects from the list of Predefined Standard Primitives or a list of Predefined Extended Primitives.
One may also apply boolean operations, including subtract, cut and connect. For example, one can make two spheres which will work as blobs that will connect with each other. These are called metaballs. Earlier versions up to and including 3D Studio Max R3. Current versions require online registration. Due to the high price of the commercial version of the program, Autodesk also offers a free student version, which explicitly states that it is to be used for 'educational purposes only'.
The student version has identical features to the full version, but is only for single use and cannot be installed on a network. The student license expires after three years, at which time the user, if they are still a student, may download the latest version, thus renewing the license for another three years. Plugin modules can be created entirely within MAXScript. Character Studio Character Studio was a plugin which since version 4 of Max is now integrated in 3D Studio Max; it helps users to animate virtual characters.
The system works using a character rig or 'Biped' skeleton which has stock settings that can be modified and customized to fit the character meshes and animation needs. These 'Biped' objects have other useful features that help accelerate the production of walk cycles and movement paths, as well as secondary motion.
Scene Explorer Scene Explorer, a tool that provides a hierarchical view of scene data and analysis, facilitates working with more complex scenes.
Scene Explorer has the ability to sort, filter, and search a scene by any object type or property including metadata. Added in 3ds Max , it was the first component to facilitate. Improved memory management in 3ds Max enables larger scenes to be imported with multiple objects. General keyframing Two keying modes — set key and auto key — offer support for different keyframing workflows.
Fast and intuitive controls for keyframing — including cut, copy, and paste — let the user create animations with ease. Animation trajectories may be viewed and edited directly in the viewport. Constrained animation Objects can be animated along curves with controls for alignment, banking, velocity, smoothness, and looping, and along surfaces with controls for alignment.
Weight path-controlled animation between multiple curves, and animate the weight. Objects can be constrained to animate with other objects in many ways — including look at, orientation in different coordinate spaces, and linking at different points in time.
These constraints also support animated weighting between more than one target. All resulting constrained animation can be collapsed into standard keyframes for further editing. Skinning Either the Skin or Physique modifier may be used to achieve precise control of skeletal deformation, so the character deforms smoothly as joints are moved, even in the most challenging areas, such as shoulders.
Skin deformation can be controlled using direct vertex weights, volumes of vertices defined by envelopes, or both. Capabilities such as weight tables, paintable weights, and saving and loading of weights offer easy editing and proximity-based transfer between models, providing the accuracy and flexibility needed for complicated characters.
The rigid bind skinning option is useful for animating low-polygon models or as a diagnostic tool for regular skeleton animation. Additional modifiers, such as Skin Wrap and Skin Morph, can be used to drive meshes with other meshes and make targeted weighting adjustments in tricky areas. All animation tools — including expressions, scripts, list controllers, and wiring — can be used along with a set of utilities specific to bones to build rigs of any structure and with custom controls, so animators see only the UI necessary to get their characters animated.
Four plug-in IK solvers ship with 3ds Max: history-independent solver, history-dependent solver, limb solver, and spline IK solver. These powerful solvers reduce the time it takes to create high-quality character animation.
The history-independent solver delivers smooth blending between IK and FK animation and uses preferred angles to give animators more control over the positioning of affected bones. The history-dependent solver can solve within joint limits and is used for machine-like animation. IK limb is a lightweight two-bone solver, optimized for real-time interactivity, ideal for working with a character arm or leg.
Spline IK solver provides a flexible animation system with nodes that can be moved anywhere in 3D space. It allows for efficient animation of skeletal chains, such as a character's spine or tail, and includes easy-to-use twist and roll controls. Integrated Cloth solver In addition to reactor's cloth modifier, 3ds Max software has an integrated cloth-simulation engine that enables the user to turn almost any 3D object into clothing and even build garments from scratch.
Collision solving is fast and accurate even in complex simulations. Local simulation lets artists drape cloth in real time to set up an initial clothing state before setting animation keys. Cloth simulations can be used in conjunction with other 3ds Max dynamic forces, such as Space Warps.
Multiple independent cloth systems can be animated with their own objects and forces. Cloth deformation data can be cached to the hard drive to allow for nondestructive iterations and to improve playback performance. Integration with Autodesk Vault Autodesk Vault plug-in, which ships with 3ds Max, consolidates users' 3ds Max assets in a single location, enabling them to automatically track files and manage work in progress.
Users can easily and safely find, share, and reuse 3ds Max and design assets in a large-scale production or visualization environment. With MCG you can create a new plug-in for 3ds Max in minutes by simply wiring together parameter nodes, computation nodes, and output nodes. The resulting graph can then be saved in an XML file. Adoption [ edit ] Many films have made use of 3ds Max, or previous versions of the program under previous names, in CGI animation, such as Avatar and , which contain computer generated graphics from 3ds Max alongside live-action acting.
Vray 3. Modeling techniques [ edit ] Polygon modeling [ edit ] Polygon modeling is more common with game design than any other modeling technique as the very specific control over individual polygons allows for extreme optimization. Post navigation Bs En Pdf Download. Produces a rectangular prism. An alternative variation of box called Cub proportionally constrains the length, width, and height of the box. Produces a torus — or a ring — with a circular cross section, sometimes referred to as a doughnut.
Produces a Utah teapot. Since the teapot is a parametric object, the user can choose which parts of the teapot to display after creation. These parts include the body, handle, spout and lid. Primarily used to test shaders rendering settings. Produces a special type of flat polygon mesh that can be enlarged by any amount at render time. This would be compatible with both 32 bit and 64 bit windows.
V-Ray 3. V-Ray is a powerful visualization tool that supports Depth of Field, Motion Blur, Displacement displacement map, with increasing detail of three-dimensional objects.
In addition, V-ray has its own lighting sources, a system of sun-sky for realistic lighting with natural light, and a physical camera with parameters similar to real photo and video cameras. Modes can be switched at any time to reveal additional controls. By default, the main mode is designed to meet the needs of most artists, daily production works. Probabilistic sampling of light reduces the number of lights evaluated during visualization.
Progressive rendering is compatible with all the features of V-Ray production, including illumination, light cache, SSS, drawing elements, etc. V-Ray has been extended to use various color definitions, including LUTs. By default, V-Ray is configured for a linear process, which makes it easier to provide accurate colors. This removes artifacts while maintaining the dynamic range.
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