3Ds Max with v-ray rendering.
COURSE DETAILS:
Auto-desk® 3ds Max helps you get started with tools for 3D modeling, animation,rendering, compositing and pre-production planning. You’ll learn how to apply materials and light scenes, animate cameras and objects, assemble short sequences, and avoid long render times.
Chapter 1
Getting to Know Autodesk 3DSMax.
Introducing the New 3ds Max Features.
Getting Started with Autodesk 3ds Max.
Touring the Interface.
The Menu Bar.
The Quick Access Toolbar.
The Information Center Toolbar.
The Main Toolbar.
Docked and Floating Toolbars.
Toolbar Flyouts.
The Viewports.
Tools for Working with the Viewports.
Getting to Know the Command Panel.
Understanding the 3ds Max Tools.
Working with Objects.
Selecting and Moving Objects.
Rotating and Scaling Objects.
Copying an Object.
Selecting Multiple Objects.
Naming Selection Sets.
Editing Named Selection Sets.
Getting the View You Want.
Understanding the Perspective Viewing Tools.
Using Multiple Viewports.
Changing the Viewport Display and Configuration.
Working with the Custom UI And Defaults Switcher.
Chapter 2.
Introducing Objects.
Understanding Standard Primitives.
Adjusting an Object’s Parameters.
Accessing Parameters.
Introducing the Standard Primitive Objects.
Modeling Standard Primitives with Modifiers.
Adding a Modifier.
Accessing Modifier Parameters.
Placing Modifiers Where You Want Them.
Using the Modifier Stack Tools.
How 3ds Max Sees Objects.
Making Clones That Share Properties.
Creating an Instance Clone.
Creating a Reference Clone.
Scaling and Rotating Objects with Transform Tools.
Making a Clone Unique.
Cloning a Modify er.
Introducing Extended Primitives.
Modeling a Couch.
Working with Groups.
Grouping the Components of the Couch.
Working within Groups.
Disassembling Groups.
Chapter 3.
Creating Shapes with Splines.
Drawing with Splines.
Drawing Straight-Line Segments.
Constraining Lines Vertically and Horizontally.
Drawing Curves.
Lathing a Spline.
Modifying a Shape Using Sub-object Levels.
Adjusting the Lathe Axis.
Flipping Surface Normal.
Smoothing Spline Corners.
Adjusting Tangent Handles.
Creating Thickness with a Spline.
Detailing the Wineglass Base.
Finishing the Wineglass.
Outlining and Extruding Splines.
Drawing Accurate Splines.
Giving Walls Thickness.
Using Grids and Snaps to Align Objects Accurately.
Adjusting a Wall Location.
Combining and Extruding Primitive Splines.
Combining Splines.
Joining Closed Splines with Boolean Tools.
Creating a Solid Form with Splines.
Introducing the Other Spline Types.
Editing Splines
.Placing and Beveling Text.
Chapter 4.
Editing Meshes and Creating Complex Objects.
Creating Openings in a Wall with Boolean Operations.
Hiding Shapes That Get in the Way.
Creating the Shape of the Opening.
Subtracting the Opening from the Wall.
Creating Multiple Openings in a Single Wall.
Making Changes to the Opening.
Tracing a Sketch.
Using a Bitmap Image.
Scaling the Image Plane to the Model’s Size.
Tracing the Image.
Building Objects from Traced Lines
.Editing Meshes.
Creating a Tapered Wall.
Converting the Spline to a Mesh.
Moving a Single Mesh Vertex.
Tapering the Top of the Wall.
Using Instanced Clones to Create Symmetrical Forms.
Adding a User Grid to Aid Tracing.
Building the Tower Walls.
Adding the Vaulted Ceiling.
Creating the Smaller Towers.
Drawing the Remaining Walls.
Attaching Objects to a Mesh.
Smoothing Meshes.
Smoothing within a Mesh.
The Smooth Modifier.
Creating and Modifying Objects Using Box Modeling.
Using the Transform Toolbox.
Creating Clones with Array and Snapshot.
Creating a Pew Grid with Array.
Creating a Multi transform Polar Array.
Creating Multiple Clones Using Snapshot.
Chapter 5.
Working with External Design Data.
Creating Topography with Splines.
Updating Changes from an AutoCAD File.
Exploring Terrain Options.
Setting Up an AutoCAD Plan for 3ds Max.
Importing AutoCAD Plans into 3ds Max.
Extruding the Walls.
Extruding Exterior Wall Headers.
Extruding the Mullions.
Creating Interior Wall Headers.
Adding Glass.
Creating a Floor with Openings.
.Exploring the Manage Links Dialog Box.
Editing Linked AutoCAD Files.
Understanding the Block Node Hierarchy.
Understanding the Manage Links Options.
Understanding File Link Settings.
Importing Adobe Illustrator Files into 3ds Max.
Importing Autodesk Inventor Files into 3ds Max.
Using the Substitute Modifi er with Linked Geometry.
Importing a Truss.
Linking Revit Files into 3ds Max.
Linking the Revit File in 3ds Max.
Using the Scene Explorer.
Importing FBX Files into 3ds Max.
Chapter 6.
Organizing and Editing Objects.(
Re)Naming Objects
.Renaming the Ceiling Fixtures.
Organizing Objects by Layers.
Setting Up Layers.
Assigning Objects to Layers.
Assigning Color to Layers.
Understanding the Icons in the Layer Dialog Box.
Lofting an Object.
Setting Up the Shapes to Form the Pedestal.
Lofting a Shape along a Path.
Using Different Shapes along the Loft Path.
Fine-Tuning a Loft Object.
Using the Instance Clones to Edit the Loft.Using the Noise Modifier.
Modeling with Soft Selection.
Extruding with the Sweep Modifier.Aligning Objects.
Chapter 7.
Light and Shadow.
Lighting Your.
Understanding the Types of Lights.
Adding a Spotlight to Simulate the Sun
.Moving a Light.
Editing a Spotlight.
Changing the Light Type.
Rendering a View.
Ambient Light.
Faking Radiosity.
Adding a Highlight with an Omni Light.
Looking at Omni Light Options.
Adding Shadow Effects.
Softening Shadow Edges.
Understanding Shadow Maps.
Using Ray-Traced Shadows.
Using Advanced Ray Traced and Area Shadows.
Playing in the Shadows.Using Two Suns..
Adding a Second Sun.Using Unseen Objects to Cast Shadows.
Using a Clone to Cast Shadows.
Using the Light Lister.
Using Scene States.
Chapter 8.
Enhancing Models with Materials.
Understanding Bitmap Texture Maps.
Diffuse Color Maps.
Surface Properties.
The Architectural Material’s Physical Qualities Rollout.
The Special Effects Rollout.
Ink ’n Paint Material.
DirectX Shader.
Adding Materials to Objects.
Adding a Map Path to Help 3ds Max Find Bitmaps.
Understanding Material Libraries.
Editing Materials.
Using Bump Maps.
Creating a New Material.
Adding Material Mapping Coordinates.
Understanding Mapping Coordinates.
What Happens When You Add the Mapping Coordinates?
.Adjusting the UVW Map Gizmo.
Using the Standard Material.
Map Scalar Modifiers.
.Spline Mapping..
Adding Entourage.
Hiding Unwanted Surfaces with Opacity Maps.
Adjusting an Object to a Bitmap Shape.
Assigning Materials to Parts of an Object.
Creating a Multi/Sub-object Material.
Applying a Sub-material to an Object’s Surface.
Exploring the Autodesk Materials.
Adjusting the Autodesk
Material Parameters.
Using the Material Explorer.
The Material Utilities.
Modeling with Displacement Maps.Using the Displace Modifier.
Using the Material Editor to Create Displaced Geometry.
Converting a Displacement Map into an Editable Mesh.
Creating an Editable Mesh from a Displacement Map.
Additional Mapping and Material Features.
Chapter 9.
Using the Camera.
Understanding the 3ds Max Camera.
Adding a Camera.
3ds Max Viewport Improvements.
Editing the Camera Location with the Viewport Tools.
Setting Up an Interior View.
Creating an Environment.
Making Adjustments to the Background.
Using Immersive Environments for Animation.
Creating a Believable Background.Using a Texture Map and Hemisphere for the Sky.
Using Render Types.
Using Render Elements for Compositing.
Matching Your Scene to a Background Image.
Setting Up the Model and the Image.
Adding the Background Image.
Adding the Camera Match Points.
Aligning the Camera Match Points to the Background Image.
Fine-Tuning a Camera-Matched View.
Matching the Design Image Quality to the Background.
Standard Cinematic Terminology.
Chapter 10.
Organizing Objects and Scene Management.
Gaining Access to Materials and Objects from Other Files.
Arranging Furniture with XRefs and the Asset Browser.
Replacing Objects with Objects from an External File.
Substituting Objects for Faster Viewport Performance.
Importing Files with the Asset Browser.
Arranging Furniture with XRef Scenes.
Using the Rendered Frame Window.
Copying the Rendered Image.
Printing Images.
Opening Multiple RFWs for Comparisons.
Zooming, Panning, and Controlling Channels in the RFW.
Obtaining Colors from External Bitmap Files.
Tracking and Locating a Scene’s Assets.
Creating Panoramas.
Publishing a DWF File.
Chapter 11.
Understanding Animation.
Understanding the World of Video Time.
Creating a Quick-Study Animation.
Adding Camera Motion.
Adjusting the Camera Path.
Viewing the Camera Trajectory.
Controlling the Camera Trajectory Visibility.
Creating a Preview Animation.
Understanding Keyframes.
Increasing the Number of Frames in an Animation Segment.
Accelerating and Decelerating the Camera Motion Smoothly.
Editing Keyframes.
Adding More Frames for Additional Camera Motion.
Adding Frames to the End of a Segment.
Adjusting the Camera Motion through a Keyframe.
Compressing and Expanding Time.
Adjusting the Camera Trajectory Using the Track View.
Increasing the Number of Frames between Selected Keys.
Speeding Up the Preview Rendering Time.
Adding Frames to the Beginning of a Segment.
Other Options for Previewing Your Motion.
Moving the Camera Target over Time.
Controlling Lights over Time.
Chapter 12.
Creating Animations,
Particles, and Dynamics.
Rendering the Animation.
Creating a Study Animation.
Creating a Quick Overall Study Animation.
Adding a Moving Car.
Automating the Output of Multiple Still Images.
Setting Up a Camera for Elevations.
Setting Up the Four Elevations.
Rendering a Shadow Study.
Adjusting for True North.
Changing from an IES Sun to a Standard Light.
Creating a Walkthrough.
Fine-Tuning the Camera’s Orientation.
Adjusting the Camera’s Timing.
Adjusting the Path.
The Animation File Output Options.
True Color vs. 256 Colors.
File Naming in Animations.
Choosing an Image Size.
The AVI Codecs.Using MassFX to Animate Objects
.Assigning Properties to Simulation Objects.
Setting Up and Running the Simulation.
Refi ning the Settings.
Using MassFX mCloth
.Using Particle Systems.
Creating the Initial Flow.
Adding and Editing the Operators.
Adding Materials and Space Warps.
Adding Deflectors.
Chapter 13.
Rigging for Animation
.Creating Parent–Child Hierarchies.
Using the Morpher Modifier.
Animating the Morpher Modifi er.
Assembling an Articulated Luminaire.
Transforming Pivot Points.
Aligning the Light Source with the Fixture.
Using Schematic View.
Understanding Bones.
Understanding Biped.
Chapter 14.
Advanced Rendering Using mental ray
.Understanding mental ray.
Setting Up mental ray
.The Material Editor and mental ray.
Using Photon Maps
.Testing the Photon Map Effects.
Final Gathering.
Reviewing the Basic mental ray Workflow.
Contour Renderings.
Using the mr Multi/Sub-Map Material.
Skylight Global Illumination.
Image-Based Lighting and Skylight.Using High Dynamic Range Images.
Using mr Proxy Objects.
Using IES Files.
Chapter 15.
Finishing It Off: Atmosphere, Effects, and Compositing.
Adding Atmospheric Effects.
Creating a Volume Light.
Adjusting the Volume Light Parameters.
Adding Fog.Adding a Fire Effect.
Using Hair And Fur.
Adjusting the Hair And Fur Parameters.
Refi ning the Hair And Fur Parameters.
Using Glare.
Assigning the Glare Output Shader.
Using Depth of Field.Creating Stereoscopic Renders in 3ds Max.
Chapter 16.
V-ray Photo Realistic Rendering.
Irradiance Map Modes: Rendering a Static Scene from Multiple Views.
Rendering a Walk-Through Animation.
Photon Mapping.
Rendering an Interior Scene.
Progressive Path Tracing With V-Ray.
Rendering Surface Interfaces.
Rendering an Animation with Moving Objects.
Rendering an Animation with Moving Objects II.
Basic Texture Baking with V-Ray.
Universal V-Ray Settings.
Rendering PTex Textures from Mudbox.
Rendering Specific Objects with Render Mask.
Rendering Very Large Images.
Rendering Vector Displacement with Object-Space PTex Textures.
Rendering with V-Ray RT directly to VR Headsets.
Hair Information Map | VRayHairInfoTex Setup.
Rendering MDL Textures from Substance Designer.
Continue a render with Resumable Rendering.
