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Rendered Images. Click here to order. If you find any problems in downloading the files or the contents, please contact us at techsupport cadcim. Thank you.

Following are the salient features of this book : Consists of 18 chapters and 1 project that are organized in a pedagogical sequence covering various aspects of modeling, texturing, lighting, and animation. The author has followed the tutorial approach to explain various concepts of modeling, texturing, lighting, and animation.

The first page of every chapter summarizes the topics that are covered in it. Step-by-step instructions that guide the users through the learning process. Additional information is provided throughout the book in the form of notes and tips. Self-Evaluation test and Review Questions are given at the end of each chapter so that the users can assess their knowledge. Part files zipped PDF file. Color Images. Chapters for free download. Organizing scenes with groups is usually advisable as it facilitates scene navigation and object selection.

Groups can be opened and closed to access each individual component objects. An alternative method to using groups is to attach objects using the edit poly modifier see chapter 4 , this procedure often requires the use of a multi sub-object material see chapter 6. What level of detail is required to render properly and to adequately serve the purpose of visualization or data extraction? How important is the object in question in relation to the entire scene?

Obviously, answers to some of these questions are not always available at the early stages of a project but the user will be able to make at least some educated prediction. A typical beginner’s mistake is to spend long hours modeling into great detail objects that might not be visible in final production renderings, it is therefore advisable to review the scope of work to make sure that the modeler has, as much as possible, a clear understanding of the visualization project’s intent and the predictable future use of the model.

Object selection can be achieved using the Select Object command via left click on objects in viewports or selecting by name using the Select by Name H dialog with a list of objects contained in the scene and the option to filter objects by category. Objects in 3ds Max Design can be identified using their names, e. These default names are generated on creation according to the object’s type, it is in some cases advisable to review these names and rename objects using more meaningful terms, e.

Objects can be renamed using the appropriate field in the Modify Panel or on multiple objects selections using the Rename Objects utility, see chapter 4 — Tools and Utilities. Executing specific selections manually using the common procedure with the mouse left click in combination with Ctrl and Alt keys to add and remove objects from the selection can be time consuming.

It is important to note that, unlike other software, 3ds Max Design records selection actions in the undo list allowing corrections on the current selection. Selections of multiple objects can also be saved for reuse in future sessions using the Named Selection Sets dialog. Selection Filters are another tool used to simplify the selection process restricting individual types of objects to be selected.

This feature becomes particularly useful when specific tasks, e. Objects should be neatly assigned to specific Layers. The layers Toolbar can be enabled choosing from the list available when right clicking on the Main Toolbar, this interface allows editing layers properties such as visibility, wireframe color and render properties. Selection by layer is another powerful method of selection that becomes available to the user when objects in the scene are organized with layers.

Experienced users will further refine their work flow reducing the time required for complex selections to a minimum; on large projects time spent purely on objects selection can be consistent, therefore it is strongly advisable to organize scene objects using layers and in some cases assigning object names that are meaningful and in reference to the specific discipline they pertain to, e.

This practice has also a positive impact on any subsequent data extraction procedure when object’s parameters and attributes will be associated with object names therefore allowing additional sorting options when working with exported spreadsheets. Transform values can be entered either dynamically, manipulating the Gizmo within the viewport, or using the Transform Type-in F12 , a dialog box reporting the world system coordinates and rotation angles of the pivot point of the selected object.

Values can be entered using absolute or relative values, specified by increments. The Gizmo X is the hotkey to toggle its visibility , a visual feature shown in the viewport whenever and object is selected, is used to mark the location of the object’s pivot point therefore the origin and orientation of the local coordinate system. The three axis and planes of the gizmo are also used to apply transforms using the Axis Constraints, limiting the movement of an object in specific directions parallel to the reference system axes and planes.

An axis constraint is selected either left clicking on the highlighted gizmo axis or plane or using the F5, F6, F7 and F8 hotkeys. The axis constraints feature needs to be enabled under the options tab of the grid and snaps settings dialog, when used in combination with Snaps it is a convenient and precise method for placing and aligning objects in reference to other features in the scene.

Using the Reference Coordinate System Pull Down Menu located on the Main Toolbar Object transforms can be applied in reference to the world system as well as other reference systems, the most relevant being the local system, particularly useful when editing at the sub-object level of e-poly objects with polygons not parallel to the world system. The most popular snaps are vertex and midpoint but others can be enabled via the Grid and Snaps Settings dialog right click on the snaps button on the main toolbar.

Snaps can be used in three different modes: 2D ignoring any features not contained in the active grid default XY plane of the world system for perspective views , 3D using features at any location and 2.

The 2. An Angle Snap is available when using the gizmo for applying rotation transforms to objects using angle increments.

The value of the increment can be specified in the grid and snaps settings dialog. The rotate transform can be applied to objects using the pivot point as center of rotation or any other snaps features when using Selection Center or Transform Coordinate Center, the user can switch between these modes using the button located on the main toolbar, the default mode is pivot point center.

When applying move transforms using snaps and axis constraints it is important to remember that selection is an action recorded in the undo list and can be reverted simply using the hotkey Ctrl-Z, note also that this does not apply to changes in the axis constraint selection; to avoid selecting objects in the background it is sometimes useful to temporarily lock the selection using the space bar toggle hotkey.

Particularly when working with complex scenes populated by a large number of objects, the user will need to acquire familiarity with the use of snaps and axis constraints, with practice using these features, the user will develop an efficient technique to move objects precisely in the scene. The Scale, transform can be applied using both the gizmo and the transform type-in, percentage scale factors can be entered for the three directions of the local system, non-uniform scale is also possible.

To remove all Rotation and Scale values from selected objects the Reset XForm utility can be used, see chapter 5. The gizmo’s axis constraints feature is available for this type of transform as well and, apart from the typical use on individual objects, scale can be applied also at the sub-object level on a selection of vertices with the result of flattening portions of an object’s surface.

The sub-object levels are accessible through the modify panel expanding the corresponding level in the Modifier Stack. Depending on the type of object selected, different types of sub-object levels will be available. The user will develop the required knowledge to understand which specific sub-object level would result as the more appropriate to be used to achieve desired geometry modifications.

The move, rotate and scale transforms can be applied to elements or selections of elements at sub-object levels such as vertex, segment, edge, border, face and polygon, modifying the overall geometry of the object. Modifiers have some sort of sub-object level gizmo, center that can be used to locate the center of application and orientation of the modifier, see paragraph 4.

The sub-object levels available with editable splines are: vertex, segment and spline. When editing splines the modify panel gives access to a number of editing tools, the most relevant being: Vertex sub-object level – Vertex Types controls the vertex type, available types are Corner, Bezier-Corner that both create a point of discontinuity in the spline, Smooth that defines a non-adjustable continuous curve and Bezier for adjustable continuous curve using tangent handles.

When working with Bezier corners tangent values can be copied and pasted on other vertices using the Tangent group inside the modify panel.

Other common 2D vector spline editing commands are available such as Fillet, Chamfer and Weld used to collapse multiple vertices into one single vertex using a specified threshold distance. Refine can be used to create new vertices inside a given spline. Segments can be divided into a number of smaller portions creating new equidistant vertices using the Divide button.

Spline sub-object level — Compound Shapes are made of multiple splines attached together. When using compound shapes it is possible to access individual splines at the sub-object level. Common 2D vector spline editing commands can be applied at the spline sub-object level such as: generating an Outline of a selected spline using a specified distance, Trim and Extend, Mirror, Boolean Union, Subtraction and Intersection. When working with architectural models the user will sometimes use splines already generated for project documentation, e.

Splines can also be used as renderable objects with round or rectangular sections of adjustable radius or length and width and an angle of rotation of the section. Epoly objects are usually obtained converting other types of geometry objects, e. Converting a parametric object to a Poly removes access to the original object’s parameters, applying the Editable Poly Modifier maintains access to the base object parameters, see 4.

Poly objects are defined by polygons that are surface elements connecting three or more edges. The reader can imagine polygons as surfaces opaque on one side and transparent on the other. These surfaces are oriented according to the direction of the normal, a vector perpendicular to the surface, the orientation of this vector defines which of the two sides of the surface will receive and reflect light note that surfaces can be rendered as transparent applying a transparent material, see chapter 6.

Polygons with normals oriented towards the interior of the object represent a typical geometry error, in this case the Normal Modifier can be used to unify the normals of an object’s polygons. Similarly as with Editable Splines, the geometry of Poly objects is controlled using the following sub-object levels: Vertex, Edge, Border, Polygon and Element. Edge sub-object level — Ring and Loop selections provide an advanced type of edge selections where the initial selection of one edge can be extended to a group of parallel edges all around the object Ring or all edges aligned with the selected one Loop.

Chamfer note that this command applies to vertex as well is used to produce a diagonal cut on edges. Border sub-object level — This type of selection is used mostly to fill holes in the surface using Cap.

Create Shape From Selection can be used also at Border sub-object level. Polygon sub-object level — Given the nature of the object, the most significant tools are available under polygon sub-object level. Cut is a tool used to subdivide polygons creating new edges, Slice plane is a tool used for the same purpose but using a slicing plane on selected polygons.

Bridge is a tool that allows connecting the edges of selected polygons creating a bridge between them. Parameters can be interactively set for the number of segments, taper, bias, smooth and twist. Bridge can also be used to remove object’s volume between selected polygons. Flip is used to invert the orientation of the normals. Other useful tools available at the sub-object level are Bevel, Extrude, Outline, Inset, Hinge from edge and Extrude along spline.

The Element sub-object level allows selecting and applying transforms to any volumetric entities of which an Epoly may be composed of.

Attach allows attaching other objects that become Elements of the current poly object. A number of other useful features available with most sub-object levels are: Convert Selections which allows to transfer selections holding the Ctrl key while switching between sub-object levels.

Delete delete is used to delete selected elements. Note that when using delete on vertices or edges the neighbor polygons are deleted as well creating openings in the object’s surface.

Remove backspace allows removing vertices, polygons or edges without creating openings in the surface. Soft Selection is a special method of selection that allows extending transforms to neighbors of selected elements.

The transform applied to the neighbor’s elements is scaled depending on the distance falloff from the selected elements and according to a customizable symmetrical curve. Some of the tools in this toolbar are already available in the Modify Panel but others are included to allow special methods of selection.

The reader is strongly encouraged to explore these tools the description of which can be invoked simply hovering the pointer over the toolbar’s buttons.

NURMS Non-uniform rational mesh smooth is an algorithm applied to low- polygon meshes to display them as high-polygon smoothed meshes. The algorithm is designed to be used in combination with a modeling technique called box modeling where objects are modeled with the lowest possible number of polygons, the object’s surface is then represented by a new collection of polygons obtained by the interpolation of the initial ones, the number of iterations can be adjusted to increase the level of detail of the resulting surface.

NURMS are typically used to represent smooth free-form organic surfaces. Multiple modifiers can be applied to a single object, the effect of each modifier is applied in the order of application as indicated in the Modifier Stack, located inside the modifier panel, used to edit parameters of specific modifiers, reordering the list, copying and instancing and switching on and off individual modifiers and converting instanced objects and instanced modifiers to unique copies see paragraph 2.

Applying a modifier to a selection of objects automatically creates instanced modifiers. The adaptive pull down list of modifiers, located immediately above the modifier stack, provides access to all modifiers available for the selected object.

Modifiers that can not be applied to the selected object will not be included in the list e. The following modifiers are often used with architectural models: Extrude is used to extrude shapes with option for capping top and bottom of the extruded surface, which applies to closed splines, and with control on the number of segments of the extrusion.

Normal is often used to correct imported meshes unifying the normals of faces not uniformly oriented towards the exterior of the objects, therefore appearing as holes in the surface. Shell is used to apply thickness to geometry objects. It is important to note that in order to maintain a constant thickness it is necessary to check the option Straighten Corners. Bevel is used to apply three levels of extrusion to a shape, with an option to offset the source shape at each level.

Note that the profile shape is used by the modifier as reference, allowing further adjustments, and should not be deleted from the scene.

Sweep is similar to bevel profile but slightly more powerful considering that it comes with parametric and custom sections to be swept along the selected shape. The sweep modifier is often used to generate moldings and structural elements such as steel beams and columns. Slice, simply slices the object to refine its geometry or to remove portions of it.

It is important to note that when slicing objects, in order to render them as solid objects it is necessary to cap the open portions of the object either applying an edit poly modifier or the Cap Holes Modifier. The slice modifier is often used to create exploded architectural models to be represented with perspective or axonometric User projections. Noise is used to randomly change the position of an object’s vertices along the three local axes.

Parameters are available to control the strength and scale of the modifier’s effect. Noise is mostly used in architectural visualization to slightly modify the geometry of collections of objects, e. Displacement is used to modify the geometry of objects using maps see 6. Edit Spline, this modifier turns any parametric shape into an editable spline leaving the base object parameters available.

It is important to note that edits done using the edit spline, as well as the edit poly, modifiers refer to the vertex numbering criteria established in the base object, when the number of subdivisions of the base object is altered, the modifier will still refer to the old numbering and will therefore produce unwanted artifacts. Edit Poly, similarly to the edit spline modifier, when applied turns the selected object into an editable poly.

Using edit poly modifier is usually preferable than just converting as it leaves the option to revert, if necessary, to the source object turning off or deleting the edit poly modifier in the stack. Note that when an object using the edit poly modifier needs to be represented with NURMS, the MeshSmooth modifier can be used for this purpose. This chapter will introduce to the reader importing procedures and tools used when populating scenes with objects. Creating a new file and using Merge to acquire models from an oddly behaving MAX file is also sometimes used to revert to the default scene settings and effectively represents a valid alternative to time consuming scene settings troubleshooting sessions.

Imported drawings are often used as background reference or directly as splines to create geometry objects in the scene. Files can be imported using Import or linked using the File Link Manager so that they can reflect any progress changes in the source file and be updated in the 3ds Max Scene.

Weld Nearby Vertices is used to close open splines on import. Note that, depending on the distance between vertices to be welded, there could be a noticeable change in the orientation of concurrent segments of the spline since the resulting vertex will be located at the center of the area or segment in the typical case of only two vertices defined by the location of all selected vertices within the specified weld threshold. Spline rendering properties can be defined on mass for incoming splines.

A list of layers is available to selectively import objects contained in specific AutoCAD layers. It is also important to note that imported AutoCAD blocks are translated into instances, see paragraph 2.

It is worth mentioning that when 3ds Max Design models are used for visualization of massing volumetric entities, e. This work flow references the splines used in 3ds Max for visualization purposes via the File Link Manager to AutoCAD files, where polylines can be associated to tables with fields and formulas for area calculation.

Incremental transforms can be applied to clones created with array. The tool’s interface allows to control weather the clones will be created as copies, instances or references. Related Articles. How to Create payoneer account in afghanistan January 16, Check Also. Facebook Twitter WhatsApp Telegram.

 
 

 

Autodesk 3ds max 2018 manual pdf free. 3ds Max Books

 

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Autodesk 3ds Max A Comprehensive Guide textbook aims at harnessing the power of Autodesk 3ds Max for modelers, animators, and windows pro keys freefree. The textbook caters to the needs of both the novice and the advanced users of 3ds Max. Keeping in view the varied requirements of the users, the textbook first introduces the basic features of 3ds Max and then gradually progresses to cover the advanced 3D models and animations.

In this textbook, two projects based on the tools and concepts covered in the book have been added to enhance the knowledge of users. This book will help you unleash your creativity, thus helping you create stunning 3D models and animations. The textbook will help the learners transform their imagination into reality with ease. Also, it takes the users across a wide spectrum of animations through progressive examples, numerous illustrations, and ample exercises. Following are the salient features of this book :.

Brief Table of Contents. Chapter 1: Introduction to Autodesk 3ds Max Chapter 2: Standard Primitives. Chapter 3: Extended Primitives. Chapter 4: Working with Architectural Objects. Chapter 5: Splines and Extended Splines. Chapter 6: Modifying Splines. Chapter 7: Materials and Maps. Chapter 8: Modifying 3D Mesh Objects. Chapter 9: Graphite Modeling Technique. Chapter Compound Objects. Chapter Modifiers. Chapter Lights and Cameras. Chapter Animation Basics. Chapter Systems, Hierarchy, and Kinematics.

Project 1: Creating a Diner. Tutorial files zipped PDF file. Free Technical Support For free technical support, please email to. Rendered Images. Click here to order. If you find any problems in downloading the files or the contents, please contact us at techsupport cadcim.

Thank you. Following are the salient features of this book : Consists of детальнее на этой странице chapters and 1 project that are organized in a pedagogical sequence covering various aspects of modeling, texturing, lighting, and animation.

The author has followed autodesk 3ds max 2018 manual pdf free tutorial approach to explain various concepts of modeling, texturing, lighting, and animation. The first page of every chapter summarizes the autodesk 3ds max 2018 manual pdf free that are covered in it.

Step-by-step instructions that guide the users through the learning process. Additional information is provided autodesk 3ds max 2018 manual pdf free the autodesk 3ds max 2018 manual pdf free in the form of notes and tips. Self-Evaluation test and Review Questions are given at the end of each chapter so that the users can assess their knowledge.

Part files zipped PDF file. Color Images. Chapters for free download.

 
 

Autodesk 3ds max 2018 manual pdf free

 
 

Following are the salient features of this book :. Brief Table of Contents. Chapter 1: Introduction to Autodesk 3ds Max Chapter 2: Standard Primitives. Chapter 3: Extended Primitives. Chapter 4: Working with Architectural Objects. Chapter 5: Splines and Extended Splines. Chapter 6: Modifying Splines. Chapter 7: Materials and Maps.

Chapter 8: Modifying 3D Mesh Objects. Chapter 9: Graphite Modeling Technique. Chapter Compound Objects. Chapter Modifiers.

The 3ds Max Scene file contains models used for the production of graphics, lighting simulations and, with the use of MAXScript, data extraction extending the purpose of 3d models to act as a building information database BIM. Meshes can be converted into Polygonal objects e-poly that provide a more comprehensive tool set for surface manipulation. We will see in the next chapters how, manipulating basic geometry objects Primitives , the designer will be able to achieve complex geometry, with the level of definition depending on project’s requirements and computing resources budget.

A well known technique, commonly referred to as Box Modeling, uses the lowest possible number of surface polygons and while it has been traditionally used for the production of 1 See in regards to the definition of mesh the documentation of the Finite Elements Theory of Prof. These XYZ axes represent the World System; in order to locate objects in the space it becomes necessary to define an object’s based Local Reference System, the origin of which is located in the movable 2 Pivot Point of an object which, through its World System coordinates, defines the location of objects in the scene.

The object’s dimensional parameters are oriented in reference to the Creation Plane, e. A clear understanding of the concept of Creation Plane is fundamental when manipulating objects in 3D. Units are typically defined at the beginning of a project according to the project’s scale and will be typically large feet, meters when working with landscape or urban design models, or small inches, centimeters with architectural models.

As a general rule, significant details of the model should not be considerably smaller than the scene unit. The distance of objects from the origin of the World System needs to be taken into consideration as both round-off errors affecting the navigation of the scene and rendering time increase with it. Arc rotate, Pan, Zoom are the commands available for this purpose and they can be transparently invoked during the execution of a command using the mid mouse button MMB in combination with Shift, Ctrl and Alt keys.

Development of an efficient work flow using navigation shortcuts is key for the production of architectural models. Using Zoom Selected is also a quick method to re-adjust the mouse wheel zoom increment as this occasionally uses different values during scene navigation. Navigation commands can also be used in the work flow to establish camera locations, see 7. The viewport’s representation can use different techniques called Visual Styles, the most relevant ones being: wireframe, smooth and highlights, edged faces, hidden-line and realistic.

It is advisable to use edged faces F4 as this visual style allows full understanding of topology features and the geometric complexity of the model. Scene Lights Shadows and other advanced features and visual effects, e. Scenes populated with a large number of objects or containing objects with a high number of polygons tend to become more difficult to navigate.

When working with highly detailed models it is possible to improve the viewport’s performance using less resources demanding visual styles, enabling Adaptive Degradation and turning off the visibility of the Home Grid G. Some buttons, when pressed without releasing will expand into a number sub-buttons with additional related commands and features.

In the opinion of the author, the use of hotkeys represents the most efficient work flow. Custom hotkeys, menus and toolbars can be defined using the Customize User Interface dialog. Quad menus are also a valid alternative method for executing commands; right clicking on an object in the viewport will bring up an adaptive list of available commands on the specific selection. Experienced users usually use a combination of all the above mentioned methods depending on personal preference and task related convenience.

Expert Mode Ctrl-X hides temporarily all toolbars and the command panel maximizing the screen space for viewports, this mode is useful when the user is familiar with executing commands with hotkeys, menus and quad menus and can be used with Grab Active Viewport to maximize the size of viewport screenshots or animated sequences to be exported. An important element of the user interface, often accessed when manipulating objects, is the Command Panel, by default located on the right side of the screen and divided into six sub-panels, it mainly provides tools for creating and modifying objects, see chapter 4.

Explanation of the use of these panels is discussed in the next chapters. This chapter will present objects typically used to create models for architectural visualization and how scene objects can be organized according to typical AEC standard production requirements.

The typical procedure for archiving a project or sending files to consultants uses the Archive command, this will conveniently compress the scene file with all required assets into a single. Individual objects or entire scenes can be referenced into one file.

X-ref objects or scenes are neither selectable nor editable. Parameters can be subdivided in two classes: dimensional parameters radius, height, width and length and subdivision parameters number of segments and polygons in which objects are subdivided. The results of the second category of parameters is not visible in the viewport unless the Viewport Visual Style is set to show object’s edges Wireframe, Edged Faces and Hidden Line.

Parametric Objects are editable using the parameters value fields found in the modify panel. Another important aspect to take into consideration when using parametric objects is that values assigned to parameters can be used to provide data for future extraction, see an example of data extraction in chapter 9.

It is a common procedure to create a roughly sized placeholder object in the viewport, and then further adjust its parameters using the appropriate numerical fields in the modify panel, as an alternative, a keyboard entry group is available on the create panel to precisely set the object’s location and parameter values on creation.

Geometry and Shapes are the types of objects used for modeling. Geometry objects are volumetric three-dimensional objects while Shapes are lines, often used in combination with modifiers to create three-dimensional objects. A special type of object, usually obtained by converting previously created parametric objects or imported geometry is the Editable Poly. The most relevant difference between Editable Poly and Parametric Objects is that Polys have no parameters or recorded object’s history therefore any modification to the geometry needs to be done either applying modifiers or editing at the appropriate sub-object level.

While this aspect might be considered as a limitation, we will see in the next chapters that this actually represents a key feature for free-form modeling. Boolean is a type of object that allows subtraction, intersection and union of volumes from the combination of several geometry operands.

It is important to note that the individual operand’s parameters remain available after creation of a boolean object expanding the modifier stack in the modify panel see 4. ProBoolean is an advanced version of Booleans and it is used for identical purposes. Shapemerge Objects are used to project 2D shapes onto 3D surfaces, usually to split surfaces or cut out shapes for example a road on a terrain or simply to refine the surface subdivision to allow specific sub-object selection.

The creation of a shapemerge object is a resource intensive calculation and therefore it is advisable, when possible, to simplify both the surface and the projected spline to avoid potential problems with the subsequent automatic sub-object selection.

The behavior of compound objects is directly dependent on the quality of the operands, good quality of objects being considered the absence of geometry errors. These errors can be: double faces, open edges, multiple edges and isolated faces see 4. When working with compound objects it is advisable to check each operand when the result is not as expected holes in the mesh.

Exporting objects to an OBJ file will also report any incongruity found in the model. When working with AEC Design Elements it is important to keep in mind that this category of geometry objects is designed to work in combination with specific AEC material templates, see chapter 6.

The Section Object can be found under the shape objects category and it allows cutting sections through objects generating the corresponding cut spline.

The actual section object simply represents the current location and orientation of the cutting plane, it is not a Shape object itself but it allows creating section splines when pressing the appropriate button in the modify panel. The section object can be used to generate plans and sections from 3ds Max models, the section splines obtained with this method can then be exported to CAD applications.

Helpers are non-renderable objects that can be considered as the digital modeler’s construction tools. Grids are helper objects that can be created permanently into the scene and activated to use as custom reference systems for object creation. Temporary grids, parallel to faces of objects in the scene, are used on object creation when enabling the Autogrid option.

This functionality has been maintained but fell into disuse after the introduction of Layers and the Manage Layers function available within the Layers Toolbar.

With this interface the user can toggle the visibility on and off, freeze and unfreeze all objects of entire layers as well as individual objects. Given the assumed user’s familiarity with layer based vector programs, it is nowadays advisable to use, as office standard practice, management of scene objects with the Manage Layer interface rather than the Display Panel.

Clones can be created as three different types: Instance, Copy, and Reference. When using Instances children clones maintain a reference to the parent object so that modifiers, sub-object edits, modifiers and material assignment subsequently applied to either the parent or any of the children will propagate to all children and the parent.

Copies are simple Clones that maintain no reference with any children or parent objects. References can be considered as one-way Instances in the sense that modifiers applied to the parent will propagate to all children but modifiers applied to any of the children will not propagate to the parent or any other children.

Note that in regards to objects parameters e. In some cases, e. Organizing scenes with groups is usually advisable as it facilitates scene navigation and object selection. Groups can be opened and closed to access each individual component objects. An alternative method to using groups is to attach objects using the edit poly modifier see chapter 4 , this procedure often requires the use of a multi sub-object material see chapter 6. What level of detail is required to render properly and to adequately serve the purpose of visualization or data extraction?

How important is the object in question in relation to the entire scene? Obviously, answers to some of these questions are not always available at the early stages of a project but the user will be able to make at least some educated prediction.

A typical beginner’s mistake is to spend long hours modeling into great detail objects that might not be visible in final production renderings, it is therefore advisable to review the scope of work to make sure that the modeler has, as much as possible, a clear understanding of the visualization project’s intent and the predictable future use of the model.

Object selection can be achieved using the Select Object command via left click on objects in viewports or selecting by name using the Select by Name H dialog with a list of objects contained in the scene and the option to filter objects by category. Objects in 3ds Max Design can be identified using their names, e. These default names are generated on creation according to the object’s type, it is in some cases advisable to review these names and rename objects using more meaningful terms, e.

Objects can be renamed using the appropriate field in the Modify Panel or on multiple objects selections using the Rename Objects utility, see chapter 4 — Tools and Utilities. Executing specific selections manually using the common procedure with the mouse left click in combination with Ctrl and Alt keys to add and remove objects from the selection can be time consuming.

It is important to note that, unlike other software, 3ds Max Design records selection actions in the undo list allowing corrections on the current selection. Selections of multiple objects can also be saved for reuse in future sessions using the Named Selection Sets dialog.

Selection Filters are another tool used to simplify the selection process restricting individual types of objects to be selected.

This feature becomes particularly useful when specific tasks, e. Objects should be neatly assigned to specific Layers. The layers Toolbar can be enabled choosing from the list available when right clicking on the Main Toolbar, this interface allows editing layers properties such as visibility, wireframe color and render properties. Selection by layer is another powerful method of selection that becomes available to the user when objects in the scene are organized with layers.

Experienced users will further refine their work flow reducing the time required for complex selections to a minimum; on large projects time spent purely on objects selection can be consistent, therefore it is strongly advisable to organize scene objects using layers and in some cases assigning object names that are meaningful and in reference to the specific discipline they pertain to, e.

This practice has also a positive impact on any subsequent data extraction procedure when object’s parameters and attributes will be associated with object names therefore allowing additional sorting options when working with exported spreadsheets.

Transform values can be entered either dynamically, manipulating the Gizmo within the viewport, or using the Transform Type-in F12 , a dialog box reporting the world system coordinates and rotation angles of the pivot point of the selected object.

Values can be entered using absolute or relative values, specified by increments. The Gizmo X is the hotkey to toggle its visibility , a visual feature shown in the viewport whenever and object is selected, is used to mark the location of the object’s pivot point therefore the origin and orientation of the local coordinate system. The three axis and planes of the gizmo are also used to apply transforms using the Axis Constraints, limiting the movement of an object in specific directions parallel to the reference system axes and planes.

An axis constraint is selected either left clicking on the highlighted gizmo axis or plane or using the F5, F6, F7 and F8 hotkeys. The axis constraints feature needs to be enabled under the options tab of the grid and snaps settings dialog, when used in combination with Snaps it is a convenient and precise method for placing and aligning objects in reference to other features in the scene.

Using the Reference Coordinate System Pull Down Menu located on the Main Toolbar Object transforms can be applied in reference to the world system as well as other reference systems, the most relevant being the local system, particularly useful when editing at the sub-object level of e-poly objects with polygons not parallel to the world system.

The most popular snaps are vertex and midpoint but others can be enabled via the Grid and Snaps Settings dialog right click on the snaps button on the main toolbar. Snaps can be used in three different modes: 2D ignoring any features not contained in the active grid default XY plane of the world system for perspective views , 3D using features at any location and 2.

The 2. An Angle Snap is available when using the gizmo for applying rotation transforms to objects using angle increments. The value of the increment can be specified in the grid and snaps settings dialog. The rotate transform can be applied to objects using the pivot point as center of rotation or any other snaps features when using Selection Center or Transform Coordinate Center, the user can switch between these modes using the button located on the main toolbar, the default mode is pivot point center.

When applying move transforms using snaps and axis constraints it is important to remember that selection is an action recorded in the undo list and can be reverted simply using the hotkey Ctrl-Z, note also that this does not apply to changes in the axis constraint selection; to avoid selecting objects in the background it is sometimes useful to temporarily lock the selection using the space bar toggle hotkey.

Particularly when working with complex scenes populated by a large number of objects, the user will need to acquire familiarity with the use of snaps and axis constraints, with practice using these features, the user will develop an efficient technique to move objects precisely in the scene. The Scale, transform can be applied using both the gizmo and the transform type-in, percentage scale factors can be entered for the three directions of the local system, non-uniform scale is also possible.

To remove all Rotation and Scale values from selected objects the Reset XForm utility can be used, see chapter 5. The gizmo’s axis constraints feature is available for this type of transform as well and, apart from the typical use on individual objects, scale can be applied also at the sub-object level on a selection of vertices with the result of flattening portions of an object’s surface.

The sub-object levels are accessible through the modify panel expanding the corresponding level in the Modifier Stack. Depending on the type of object selected, different types of sub-object levels will be available. The user will develop the required knowledge to understand which specific sub-object level would result as the more appropriate to be used to achieve desired geometry modifications.

The move, rotate and scale transforms can be applied to elements or selections of elements at sub-object levels such as vertex, segment, edge, border, face and polygon, modifying the overall geometry of the object. Modifiers have some sort of sub-object level gizmo, center that can be used to locate the center of application and orientation of the modifier, see paragraph 4.

The sub-object levels available with editable splines are: vertex, segment and spline. When editing splines the modify panel gives access to a number of editing tools, the most relevant being: Vertex sub-object level – Vertex Types controls the vertex type, available types are Corner, Bezier-Corner that both create a point of discontinuity in the spline, Smooth that defines a non-adjustable continuous curve and Bezier for adjustable continuous curve using tangent handles.

When working with Bezier corners tangent values can be copied and pasted on other vertices using the Tangent group inside the modify panel. Other common 2D vector spline editing commands are available such as Fillet, Chamfer and Weld used to collapse multiple vertices into one single vertex using a specified threshold distance. Refine can be used to create new vertices inside a given spline. Segments can be divided into a number of smaller portions creating new equidistant vertices using the Divide button.

Spline sub-object level — Compound Shapes are made of multiple splines attached together. When using compound shapes it is possible to access individual splines at the sub-object level. Common 2D vector spline editing commands can be applied at the spline sub-object level such as: generating an Outline of a selected spline using a specified distance, Trim and Extend, Mirror, Boolean Union, Subtraction and Intersection.

When working with architectural models the user will sometimes use splines already generated for project documentation, e.

Splines can also be used as renderable objects with round or rectangular sections of adjustable radius or length and width and an angle of rotation of the section.

Epoly objects are usually obtained converting other types of geometry objects, e. Converting a parametric object to a Poly removes access to the original object’s parameters, applying the Editable Poly Modifier maintains access to the base object parameters, see 4.

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