3Ds MAX 6.0 - Geocities.ws

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Transcript 3Ds MAX 6.0 - Geocities.ws

3Ds MAX 6.0
Term paper
Virtual Reality
sponsored by:
Dr. Hatem Abdul-Kader.
Prepared by:
Mahmoud Sami
Section 3
(010116)
IT Department
3Ds MAX 6.0
 Introduction
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What is the 3D graphics.
Applications of 3D Graphics.
What is 3Ds MAX .?
System requirements for 3Ds max.
Components of 3Ds MAX.
Plugins.
3Ds MAX 6.0
 Into 3Ds Max 6.0
 3Ds Max user Interface
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Main Menu.
Main Tool bar.
Create Panel .
Modify Panel.
 Material Editor.
 Track View.
3Ds MAX 6.0
 Working with 3Ds Max.
 Objects and modeling .
 Predefined Models.
 User Designed Models.
 Modeling Techniques .
 Materials & Textures
 Materials Types.
 Compound Materials.
 Lights.
 Cameras.
 Animations
 Good Scene elements.
3Ds MAX 6.0
Introduction
Introduction
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What is the 3D graphics.
Applications of 3D Graphics.
What is 3Ds MAX .?
System requirements for 3Ds max.
Components of 3Ds MAX.
Plugins.
What is the 3D Graphics.
 The 3D Graphics is one of the most
important and sophisticated
Computer graphics branches.
 It offers the user a 3Dimentional
Virtual environment and figures can
be interactive environment or just a
watching movie or image.
Applications of 3D graphics.
 Entertainment and games.
 Cinema movies and Visual tricks.
 Education and Explanation Drawings
and figures.
 Virtual reality application.
 Commercial announcements.
 Etc..
What is 3Ds MAX.
 3Ds Max : a 3D graphics programs can be
used for generating 3D Graphics images ,
videos, models, animations, AutoCAD
objects,VRML, etc ..
 3Ds Max developed and produced by
Discreet graphics co. www.discreet.com
specialized for the Computer graphics . Like
3D and 2D graphics , web 3D graphics ( not
VRML ), video editing programs, etc.
System Requirements for 3Ds MAX.
 The Most important Computer
components for 3Ds max are .
1.
2.
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VGA Card (Graphics card).
Main Memory.
CPU Cash.
Monitor.
Requirements continue.
 VGA Card: for the rendering process
to be fast and more efficient we need
a good VGA card with big internal
memory and good processor.
 Main Memory: Enables users to deal
with big scenes , accurate detailed
objects , and the sophisticated
objects like hair , grass ,trees ,etc..
Requirements continue
 CPU cash : helps the VGA card in the
rendering process it also helps in
dealing with the program components
and controls quickly and smoothly.
 Monitor: the size and colors of the
monitor helps in the Modeling and
rendering operations respectively.
Components of 3D Max.
 Main Menu : the most important component
of the 3Ds Max every this that 3Ds Max can
do can be done using the Main Menu using
the main menu you can be in no need of all
the other components except tools bar.
 Tools bar.
 Creation panel.
 Modify panel.
 Material Editor.
 Track view.
3Ds Max Components continue.
 Track View Graph editor.
 Schematic view Editor.
All these components will be discussed in
Details in the following slides.
Note that: not all these components are developed
by 3Ds max team but all of these components
were produced by them and come with the
program package by default with out any
additional packages installations.
Plugins.
 The plugins are components just like the
previous components but not produced by 3Ds
Max team and not included in the default
program package. So the user can get it as a
separated packages and install it to the max
folder.
 Some common plugins :
1. VRay : materials and rendering engine.
2. Final Render: Materials and rendering engine.
3. Brazil: Materials and Rendering engine.
Plugins continue.
4. Maxwell : Rendering engine.
5. CAT : Character Animation tool for
characters animation.
6. After burn: for smoking , clouds , fires and
other none rigid 3D objects.
7. glu3D : for creating liquids real flow
animation and real physical liquid behaviors
8. Phoenix : for creating sophisticated objects
like hair and grass .
9. SimCloth: for creating clothes and make a
real physical animations and behaviors for it.
Into 3Ds Max 6.0
3Ds Max user Interface
Main Menu.
 File: Contains all the file actions
that can be done using 3Ds max
like.
1. new, open, open recent ,save
, save as , save copy as ,
archive ( for making an archive
file of the current scene.)
2. Rest: resets the current scene
by removing all the objects in
the scene and returning the
scene to the default state.
File Menu continue.
3. Merge , Merge animation : to merge and
object or animation from other scene file to
the current scene.
4. Replace: to replace an object in the
current scene with another one with the
same name from other scene file.
5. Import & Export : for importing and
Exporting the current scene to all the other
file formats the max support like (3D max
object , AutoCAD object ,VRML scene , etc
…)
File Menu continue.
6. XRef :(3ds max Externally Referenced
File) an externally referenced file, allow
multiple animators and modelers to work
on one scene at the same time without
interfering with each other's work.can be
an object or scene.
7. Archive: creates a compressed archive
file or a text file listing the scene bitmaps
and their path names.
Edit Menu.
 Edit menu contains the normal
editing commands like Undo
,Redo ,Delete ,and selection
options.
 Hold: saves all the objects and
settings of the current scene
temporary .
 Fetch: restores the scene
stored and saved by the hold
command .
Edit Menu Continue.
 Clone: Creates a new instance of the object
that instance can be one of three types.
1. Copy : normal copy of the object.
2. Instance: an instance of the object any change
in one of them will immediately occurs in the
other one.
3. Reference: will create a copy referenced to
that object any change in the parent object will
occur at the new one but u can’t change in the
new one to change it u must change the
reference from the modification menu which
will do the change to both the objects the
reference first then the new object too.
Tools Menu.
 Transform Type-In: allows you to enter
precise values for move, rotate, and scale
objects.
 Selection floater: opens a floater dialog
Enables you to select objects in the
scene.
 Display Floater: contains most of the
functions on the Display panel. You can
leave the Display floater up while you
work in your scene, making it easier to
change viewport displays without
changing the current command panel.
Tools Menu Continue.
 Layer Floater: where you can create and
delete layers. You can also view and edit
the settings for all of the layers in your
scene, as well as the objects associated
with them.
 Light Lister: Enables you to control and
change a number of features for each light
in the scene.
 Mirror: enables you to move one or more
objects while mirroring their orientation.
Tools Menu Continue.
 Array: enables you to create
an array of objects based on
the current selection.
 Align: lets you align the
current selection to a target
selection.
 Snapshot: enables you to
clone an animated object over
time.
Group Menu.
 Enables users to deal with more
than object as one object by
grouping this objects.
 And this menu contains all the
commands related to grouping
operation like
 (Group, Ungroup, Close,
Open, Attach, Detach)
Views Menu.
 View Menu offers the user a collection of
commands to deal with the viewports and
how objects are viewed in it.
 Undo: undo View Change cancels the last
change made to the current viewport.
 Redo: redo View Change cancels the last
Undo in the current viewport.
 Save Active view: saves the settings of
the active view.
 Restore Active View: restores a view
setting to the active view.
 Grids: Control the setting of the grids.
Views Menu continue.
 Viewport Background :controls the display of
the background image in the active viewport.
 Update background: updates the background
image displayed in the active viewport .
 Reset Background Transform: rescales and
recenters the current background to fit an
orthographic or user viewport .
 Show Transform Gizmo: toggles the display
of the Transform gizmo axis tripod for all
viewports when objects are selected and a
transform is active.
Views Menu continue.
 Ghosting : displaying wireframe
"ghost copies" of an animated
object at a number of frames
before or after the current
frame.
 Key Times: shows the frame
numbers along a displayed
animation trajectory. Key times
correspond to the settings in
Time-configuration for Frame.
Views Menu continue.
 Redraw All Views: refreshes the display
in all viewports.
 Activate All Maps: turns on the Show Map
In Viewport flag for all materials assigned
to the scene.
 Deactivate All Maps: turns off the Show
Map In Viewport flag for all materials
assigned to the scene.
 Viewport Configuration: displays the
viewport configuration dialog, You use
controls on this dialog to set options for
viewport control.
Create Menu.
 The most frequently and easy menu that
you can user in 3Ds Max as well as the
modify menu (later) we use it for
creating any primitive object what ever
it is simple ,complex ,3d , 2d(shapes) ,
dummies , helpers but all of these
primitives and objects are predefined in
the 3Ds Max libs.
 Continents of this menu will be
discussed in the modeling section.
Modify Menu.
 Very Important menu, all the
modeling process and operations
will be done using commands in
this menu for all kids and
techniques of modeling (Ploy,
patch, Mesh, NURBS ,etc..)
 This menu deals also with
modifying of all kind of objects
that allow modifications (simple
primitives, complex and extended
, 2d shapes ,compound ,etc..)
 Continents of this menu will be
discussed in the modeling section.
Character Menu.
 This Menu used for creating
animated characters after
modeling the character we use
this menu to assign an
animation for this character
this menu is for character
animations only other objects
animation can be done using
another animation methods.
Character Menu Continue
 Boons tool: A Bones system is a
jointed, hierarchical linkage of bone
objects that can be used to animate
other objects or hierarchies.
Character Menu Continue.
 Creating bones Continue
Animation Menu.
 Animation Menu contains
commands that control and create
animations in the scene.
 IK solver: creates an inverse
kinematic solution to rotate and
position links in a chain.
 Animation constraints : are
used to help automate the
animation process. They can be
used to control an object’s
position, rotation, or scale
through a binding relationship
with another object
Animation Menu.
 Make Preview: makes a quickly simple
render of the scene and save it as AVI file .
In this mode there is no rendering features
used at all , this method used to check the
animations in huge scenes where watching
animation in normal Viewports is difficult ad
slow.
 View preview: views a previously made
preview.
 Rename preview: renames a previously
made preview.
Graph Editors.
 This menu offers users a
collection of commands to deal
with track view and schematic
view components.
 (track view ”to show the track
view” ,new track view ,save
track view ,delete track view)
 (new schematic view ,save
schematic view ,delete
schematic view).
Render Menu.
 This menu contains all the
commands and components
that the user will need in the
rendering operation like (render
engine, render settings, lighting
technique, Environment, effects
,etc ..)
 It also contains the Material
Editor component that used for
creating and editing the
materials used in the scene.
Main Tool bar.
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Undo
Redo
Select and Link
Unlink Selection.
Bind to space warp.
Selection Filter
 Select
 Select by name.
 Selection Region
 Window/cross selection
 Select and move
 Select and rotate
Main Tool bar.
 Select and scale.
 Reference coordinate
system.
 Use Center Flyout.
 ٍselect and
manipulate.
 (2D,2.5D,3D) snap.
 Angular snap.
 Percent Snap.
 Spinner snap.
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Named Selection set
Named Selection set
Mirror
ٍAlien.
Layer Selection.
Curve Editor.
Schematic Editor.
Material Editor.
Render.
Create Panel .
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Geometry : creates renderable 3D geometries (
standard ,extended , compound , etc…)
Shapes: create the 2D shapes used in the
scene.
Lights : creates lights ( omnie , target spot,
target direct , free spot , free target , ski light
,etc…).
Camera : creates the Cameras that will be used
in the scene there’s two kinds of cameras (
target or Free camera).
Helpers : create the helpers objects that 3Ds
Max offers ( dummies, Measurements , etc ..)
Space Wrapper : create space wrappers that
can be applied to Geometry objects to effect it.
Systems: combine objects, controllers, and
hierarchies to provide geometry associated with
some kind of behavior
Modify Panel.
 This panel contain the object that you want
to modify and rollout for all its parameters.
 Modifier list: to apply a modifier to that
object.
 Modification stack : contains all the
modification that have been applied to the
object ordered from old to latest modifiers
applied.
 Parameters rollout and any other rollout
associated to the selected modifier from
the modification stack.
 This panel is used to modify and edit the
objects it the main toll that will be used in
objects modeling and designing.
Material Editor.
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This component is used for creating
and editing the materials that exist in
the scene.
This component contains list of all the
materials that exist in the scene with
a collection of new materials
(slandered materials) for creating
new materials.
It contains list of rollout that enables
the users to modify the parameters
and characteristics of the materials to
create new materials.
Like the color , texture , reflection ,
refraction (transparency), self
lamination , etc..
It offers the users a collection of
predefined Materials saved in the
material library files open from the
material browser.
Track View.
 Enables the users to deal with the objects
parameters over the time as curves that
can be edited to edit the movement or
animation behavior of this parameter over
the time.
3Ds Max 6.0
Working with 3Ds Max.
Working with 3Ds Max.
 To Create a good quality scene or image
using 3Ds max there’s some requirement
that must exist in the scene in order to
produce a good product.
 The object.
 Materials.
 Lights.
 Cameras.
 Animations.
Objects.
 The objects that can be represented in the
scene can be predefined primitives and
models or user designed models.
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 ..)
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.
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.
Materials & Textures
 There’s 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
there’s a set of properties associated to each material
changing these properties produces a different
material .
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.
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.
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 finetune 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.
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
Compound Materials.
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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.
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.
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.
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 .
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 .
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.
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
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 .
Cameras.
 Cameras present a scene from a particular
point of view. Camera objects simulate stillimage, motion picture, or video cameras in
the real world.
Animation.
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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.
Animation Types.
 There is a lot of animation types supported by
3Ds Max.
1. Standard animation: changing the objects
parameters on time using key frames then the
program will calculate the intermediate frames .
2. Constrains animation: where the object
animated using a certain constrain (sound wav,
path, noise , etc..)
3. 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.
Animation Types.
4. Characters Animation: where user can use a
certain behavior in the animation (steps , speed , etc
..).
5. 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 .)
6. 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 ..)
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)