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3DS MAX

SYALLABUS OVERVIEW

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HISTORY

The original 3D Studio product was created for the DOS platform by Gary Yost and the Yost Group, and published by Autodesk. The release of 3D Studio made Autodesk’s previous 3D rendering package AutoShade obsolete. After 3D Studio DOS Release 4, the product was rewritten for the Windows NT platform, and renamed “3D Studio MAX”. This version was also originally created by the Yost Group. It was released by Kinetix, which was at that time Autodesk’s division of media and entertainment.

Autodesk purchased the product at the second release update of the 3D Studio MAX version and internalized development entirely over the next two releases. Later, the product name was changed to “3ds max” (all lower case) to better comply with the naming conventions of Discreet, a Montreal-based software company which Autodesk had purchased.

When it was re-released (release 7), the product was again branded with the Autodesk logo, and the short name was again changed to “3ds Max” (upper and lower case), while the formal product name became the current “Autodesk 3ds Max”.

In 1997 Dassault Systems, best known for its CATIA CAD software, acquired the company and currently owns 100% of its shares. Solid Works was headed by John McLane from 2001 to July 2007 and Jeff Ray from 2007 to January 2011. The current CEO is Bertrand Sicot

Features

MAXScript

Character Studio

Scene Explorer

DWG import

Texture assignment/editing

General keyframing

Constrained animation

Skinning.

Skeletons and inverse kinematics (IK)

Integrated Cloth solver

Integration with Autodesk Vault

Max Creation Graph.

Open Shading Language (OSL)

Modeling techniques

Polygon modeling

Main article: Polygon modeling

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. Usually, the modeler begins with one of the 3ds max primitives, and using such tools as bevel and extrude, adds detail to and refines the model. Versions 4 and up feature the Editable Polygon object, which simplifies most mesh editing operations, and provides subdivision smoothing at customizable levels (see NURMS).

Version 7 introduced the edit poly modifier, which allows the use of the tools available in the editable polygon object to be used higher in the modifier stack (i.e., on top of other modifications).

NURBS in 3ds Max is a legacy feature. None of the features have been updated since version 4 and have been ignored by the development teams over the past decade. For example, the updated path deform and the updated normalize spline modifiers in version 2018 do not work on NURBS curves anymore as they did in previous versions. 

NURBS (Non-Uniform Rational Based-Splines)

An alternative to polygons, it gives a smoothed out surface that eliminates the straight edges of a polygon model. NURBS is a mathematically exact representation of freeform surfaces like those used for car bodies and ship hulls, which can be exactly reproduced at any resolution whenever needed. With NURBS, a smooth sphere can be created with only one face.

The non-uniform property of NURBS brings up an important point. Because they are generated mathematically, NURBS objects have a parameter space in addition to the 3D geometric space in which they are displayed. Specifically, an array of values called knots specifies the extent of influence of each control vertex (CV) on the curve or surface. Knots are invisible in 3D space and can’t be manipulated directly, but occasionally their behavior affects the visible appearance of the NURBS object. Parameter space is one-dimensional for curves, which have only a single U dimension topologically, even though they exist geometrically in 3D space. Surfaces have two dimensions in parameter space, called U and V.

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. (This property can be overridden by using the Soft Selection controls). Also, the control lattice that connects CVs surrounds the surface. This is known as the convex hull property.[7]

Surface tool/editable patch object

Surface tool was originally a 3rd party plugin, but Kinetix acquired and included this feature since version 3.0.[citation needed] The surface tool is for creating common 3ds Max splines, and then applying a modifier called “surface.” This modifier makes a surface from every three or four vertices in a grid. 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.

Predefined primitives

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.

Some of the 3ds Max Primitives as they appear in the wireframe view of 3ds Max 9

3ds Max Standard Primitives: Box (top right), Cone (top center), Pyramid (top left), Sphere (bottom left), Tube (bottom center) and Geosphere (bottom right)

ds Max Extended Primitives: Torus Knot (top left), ChamferCyl (top center), Hose (top right), Capsule (bottom left), Gengon (bottom, second from left), OilTank (bottom, second from right) and Prism (bottom right)

Standard primitives

Box:

Produces a rectangular prism. An alternative variation of box called Cub proportionally constrains the length, width, and height of the box.

Cylinder:

Produces a cylinder.

Torus:

Produces a torus – or a ring – with a circular cross section, sometimes referred to as a doughnut.

Teapot:

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).

Cone:

Produces upright or inverted cones.

Sphere:

Produces a full sphere, semi-sphere, or other portion of a sphere.

Tube:

Produces round or prismatic tubes. The tube is similar to the cylinder with a hole in it.

Pyramid:

Produces a pyramid with a square or rectangular base and triangular sides.

Plane:

Produces a special type of flat polygon mesh that can be enlarged by any amount at render time. The user can specify factors to magnify the size or number of segments or both. Modifiers such as displace can be added to a plane to simulate a hilly terrain.

Geosphere:

Produces spheres and hemispheres based on three classes of regular polyhedrons.

Extended primitives

Hedra:

Produces objects from several families of polyhedra.

ChamferBox:

Produces a box with beveled or rounded edges.

OilTank:

Creates a cylinder with convex caps.

Spindle:

Creates a cylinder with conical caps.

Gengon:

Creates an extruded, regular-sided polygon with optionally filleted side edges.

Prism:

Creates a three-sided prism with independently segmented sides.

Torus knot:

Creates a complex or knotted torus by drawing 2D curves in the normal planes around a 3D curve. The 3D curve (called the Base Curve) can be either a circle or a torus knot. It can be converted from a torus knot object to a NURBS surface.

ChamferCyl:

Creates a cylinder with beveled or rounded cap edges.

Capsule:

Creates a cylinder with hemispherical caps.

L-Ex:

Creates an extruded L-shaped object.

C-Ext:

Creates an extruded C-shaped object.

Hose:

Creates a flexible object, similar to a spring.

Rendering

Scanline rendering

The default rendering method in 3ds Max is scanline rendering. Several advanced features have been added to the scanliner over the years, such as global illumination, radiosity, and ray tracing.

ART Renderer

Autodesk Raytracer Renderer (ART) is a CPU-only, physically based renderer for architectural, product, and industrial design renderings and animations. It is integrated into 3ds Max as of version 2017.

Redshift

A third-party GPU-accelerated, biased renderer with plugins for 3ds Max, Cinema 4D, Houdini, Katana and Maya.

Mental Ray

Mental ray is a third-party renderer using bucket rendering, a technique that allows distributing the rendering task for a single image between several computers. Since 3ds Max 2018, mental ray is no longer shipped with 3ds Max and needs to be obtained directly from NVIDIA.

RenderMan

A third party connection tool to RenderMan pipelines is also available for those that need to integrate Max into Renderman render farms. Used by Pixar for rendering several of their CGI animated films.

V-Ray

A third-party render engine plug-in for 3ds Max.

Brazil R/S

A third-party photorealistic rendering system. It is capable of fast ray tracing and global illumination.

Arion

A third party hybrid GPU+CPU interactive, unbiased ray tracer, based on Nvidia CUDA.

Indigo Renderer

A third-party photorealistic renderer with plugins for 3ds Max.

Maxwell Render

A third-party photorealistic rendering system providing materials and unbiased rendering.

Octane Render

A third party unbiased GPU ray tracer with plugins for 3ds Max, based on Nvidia CUDA.

Luxrender

An open-source ray tracer supporting 3ds Max, Cinema 4D, Softimage, and Blender. Focuses on photorealism by simulating real light physics as much as possible.

Arnold

Arnold is an unbiased, physically based, unidirectional path-tracing renderer.

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