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Cch to mt chic qut in 1. Vo menu File/Reset khi to li Max 2. u tin chng ta s to ra gn qut. Ti khung nhn Top, n t hp phm Alt + C + S + B v to ra mt khi hp vi kch thc ln lt l: 50 x 50 x 3; - Length segs: 3; Width segs: 3; Height segs: 1. 3. Click phi chut ti i tng va to >chn "Convert To:" > chn "Convert To Editable Poly". n phm 4 chn cp hiu chnh Polygon. Ti khung nhn Top, click chut vo vung nh hnh bn.
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7. Tip tc to ra phn ng c ca qut. Ti khung nhn Left, n t hp phm Alt + C + S > chn Cylinder ri to ra mt Cylinder vi kch thc nh hnh bn. Sau di chuyn n v tr nh hnh.
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8. Click phi chut vo khung nhn Front kch hot khung nhn Front. - Click chn Cylinder va to > n phm Z chn i tng ny. n t hp phm Alt + Q kch hot ch "Isolated Select". - Click phi chut > chn "Convert To:" > chn "Convert To Editable Poly". - n phm 1 vo ch hiu chnh im (Vertex) - Click chut + r chut la chn cc im pha bn phi. - Click phi chut > chn Scale. - n phm F12 bt hp thoi "Scale Transform Type In" > g 50 vo "Offset: Screen" ri n phm enter > click nt [x] ng hp thoi ny li. 9. Tip tc lm nh vy i vi dy cc im pha bn tri. Bn s c hnh ny. n t hp phm Alt + B thot khi ch hiu chnh.
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11. By gi to ra ch gn cnh qut (khng bit bn k thut h gi l g??). Ti khung nhn Left, n t hp phm Alt + C + S + S to ra khi tr vi kch thc
Sau iu chnh khung nhn Front nh hnh bn. 12. Cui cng chng ta s to ra cnh qut. Ti khung nhn Left, to ra mt khi hp vi kch thc
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iu chnh v tr ca cnh cho ph hp. 13. Click chut chn "Hierachy" Click chut chn box02 (cnh qut va to). - Click [Affect Pivot Only] n phm Alt + A s dng lnh Align > n phm H > Pick chn Sphere01 > click [OK].
14. Khi Pivot s c v tr nh hnh bn. Click chut vo menu Tools>Array... Thit lp thng s cho trc Z l 90 v s lng bn sao l 4 > click [OK]
15. Bn s c hnh ny. (Trong bi tp ny ti ch mun gii thiu cho cc bn cch to ra mt chic qut in n gin nht. Chnh v vy m ci qut ca ti trng rt bun ci, nhng iu
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khng quan trng, iu quan trng iu quan trng l sau bi tp ny cc bn c th t to cho mnh mt chic qut in nh mun khngng thi! iu tu thuc vo bn). 16. Hy lu li, ln sau chng ta s lm cho chic qut in ny hot ng. To hnh con m (cch 2 - phn 1) 1. Vo menu (Thao tc trn 3dmax 8.0) File/Reset khi to li Max (nu cn) 2. Save file ny v my ca bn 3. Kch chut phi vo khung nhn Front kch hot khung nhn Front. n t hp phm Alt + B -> click nt [Files] Click chn "Match Bitmap" v click
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chn "Lock Zoom/Pan" -> click [OK] 4. n t hp phm Alt + W phng to khung nhn Front - n phm G tt ng li. - Thu nh background li bng phm cun ca chut cho n khi hin ht phn u ca con m. 5. n t hp phm Alt + C + H + L kch hot lnh v ng "Line" Tm n nhm [Creation Method] Chn Smooth nh hnh bn. 6. Bt u v t pha bng trc ca con m cho n khi bao quanh ht thn ca n. Khi click im u
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trng vi im cui s c bng thng bo -> click [Yes] n phm 1 vo ch hiu chnh ca ng spline va to 7. Gi phm Ctrl ri click vo cc nt nh hnh -> click phi chut -> chn "Bezier Corner". Hiu chnh li cc gc cho khp vi hnh gc. Ring im trc bng th chng ta ch chn "Bezier Corner" m khng phi hiu chnh g c. 8. Ti th Modify tm n nhm [Geometry] click chn "Connect", ri click [Refine]
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9. Click vo im c ri click vo im bn phi -> click [Connect Only] (nu khng mun hin cc ln sau th bn nh du vo mc "Do not show...") sau click vo im pha bn phi -> click phi chut kt thc. bn c hnh bn. (Cn nh l mi ln to mt xong mt ng th click phi chut kt thc) 10. Tip tc click vo nt [Refine] v v cc ng cn li. (Ch : vung l phn bit im u v im cui, im u tin click chut s l vung) Nu v tnh to tha im th bn c yn
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tm, sau khi to xong ht cc ng c bn, click vo im v delete i l xong. y tha 2 im, ti gi Ctrl ri click vo 2 im ri delete. 11. Tm n nhm [Selection] -> click chn "Area selection"
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13. n phm Alt + W thu nh khung nhn, click phi chut vo khung nhn Top Click phi chut chn "Move" ri di chuyn chut xung di theo trc Y 14. Click phi chut vo khung nhn Front -> Chn 2 im thuc phn c ri click phi chn khung Left Di chuyn 2 im va chn sang tri theo trc X mt khong. Tip tc chn 4 im phn bng, ri di chuyn sang bn phi mt cht sao cho ging hnh bn l c. 15. Kch hot khung nhn Front, ri chn cc im pha sau
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ca con m ngoi tr im trn nh u. Click phi chut chn "Bezier Corner" Kch hot khung nhn Top, ri chnh sa ging nh hnh bn. (Nh l sau khi chn th ch sa khung nhn Top thi nh)
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18. Click chut vo "Modifier List" -> chn Surface Click "Flip Normals" 19. Click chut vo "Modifier List" -> chn Symmetry Click chn trc Z 20. Bn c hnh ny. (ht phn 1) phn sau chng ta s hiu chnh tip
Thao tc trn 3dmax 8.0)1. M file lu phn 1 m bng Modify. Click chn Vertex.+
2.
Kch hot khung nhn Front -> click chn hnh con m va to, n phm 1
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3. Click chn im phn lm trc bng ->click phi chut chn "Bezer conner"
4. Kch hot khung nhn Top, n phm Alt + W phng to khung nhn ny. Click + r chut thay i v tr ca cc vung mu xanh to vt lm cho con m. Lm tng t i vi im bn cnh (Bng cch ny bn c th to ra s li/lm ca con m theo mun)
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6. Kch hot khung nhn Perspective (n phm Alt + W) phng to khung nhn. Dng cng c "Arc Rotate" xoay gc nhn ging nh hnh bn.
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7. y bng cun Moidfy ln pha trn, tm n {Geometry} -> click chn "Connect" ->click [Refine] -> click chn [Connect Only] Click chut vo im trn nh u, ri n cc im tip theo to thnh mt ng mi gn vi ng sau -> khi click n im di cng th click chut phi kt thc vic to cc im. Trong qu trnh click chut to cc im, bn c th dng phm cun ca chut phong to/thu nh cc i tng trong khung nhn.
8. Click chut vo "Modify list" -> chn "Edit Patch" (Edit Patch nm pha trn ca "Surface" v pha di ca "Symmetry") -> Click chn php hiu chnh "Patch"
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vo cc phn va to t trn nh u xung di cng. 10. Tm bng cun "Geometry" tm n nhm "Extrude & Bevel group" -> click [Extrude] Khi c mt on va chm ti phn sau th click chut kt thc. (Ch lm mt ln, ch khng lm lin tip nhiu ln) Click chut vo vng va chn ri di chuyn ln pha trn to thm lng mao cho con m.
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11. Bn c hnh ny, tuy nhin phn lng mao cha ng, ta s chnh li sau. ( hin c nh hnh bn bn phi click vo biu tng ging nh hnh ny.
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14. Kch hot khung nhn Perspective, click chn im nh hnh bn, click phi chut chn Move ri di di chuyn vung mu xanh sang pha bn tri mt cht, sao cho khp nhau l c. Tip tc chn im pha trn nh, ri di chuyn sang bn tri sao cho 2 khi khp nhau (khng c khe h)
15. Dng cng c "Arc Rotate" xoay gc nhn nh hnh bn, click chn im pha trong, ri di chuyn sang bn phi cho khp, nu cn bn hy thay i v tr ca vung mu xanh p hn.
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sa mt cht.
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1. Vo Menu File/Reset 2. Ti khung nhn Front, to ra mt ng Spline nh hnh v (n t hp phm ALt + C + H + L). Sau khi v xong cc nt c bn n phm 1 m bng Modify sau chnh sa li cc im sao cho p.
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3. n phm Alt + X phng to khung nhn Front. Click chut chn im th 3 -> click phi chut -> chn Bezier ri chnh sa li mt cht.
4. Vo menu/Modifiers/>Path/Spline Editing->Lathe. Bn c hnh ny. ng lo chng ta s tin hnh chnh sa li. 5. Click chn Axis trong php hiu chnh lathe sau di chuyn chut ra ngoi khung nhn sau click phi chut -> chn Move ri di chuyn sang bn phi theo trc X 6. Bn s nhn c kt qu nh hnh bn. (Bnh ru ca ti hi xu mt cht, nhng khng sao. Chng ta khng cha cn quan tm n chi tit m ch cn quan tm phng php lm thi. Cn phn chi tit th ginh cho cc bn!)
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9. Click phi chut vo khung nhn Left, n phm Alt + X phng to khung nhn ny. Click chut vo Modify list ri chn Edit Poly.
10. Ti khung nhn Left -> click + r chut to vng chn nh hnh bn.
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11. Trong bn Modify tm n th [Edit Geometry] ri click vo [Detach] -> click chut ra vng trng -> n phm H, click p chn Object01 ri i tn thnh Label cho d nhn bit.
Lm tng t nh vy, nhng thay v chn Object01 th ta li chn Line01 (Line01 c th khng ging vi bi thc hnh ca bn). Sau i tn thnh Chai_ruou. 12. n phm H, click p chn Binh_ruoi , vo menu Modifiers -> Parametric Deformers -> Shell vi mc ch dy cho chai ru. Tip tc n phm H, click p chn Label. p dng php hiu chnh Shell cho Label. 13. n phm M m bng bin tp vt liu. Click vo vung ca Diffuse -> trong ca s mi hin ra click p vo Bitmap ri tm n ni cha logo_ruou ri click p chn.
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Vo menu Material -> Assign to Selection (hoc n t hp phm Alt + M + A) gn vt liu cho Label. 14. Click chut chn cng c Arc Rotate ri quay chai ru sao cho nhn hiu hng ra ngoi cho d quan st. 16. Chc chn Label vn c chn, vo menu Modifiers -> UV Condinates -> chn UVW Map. By gi c th n phm F9 xem kt qu c ri ! (Nu nhn khng hin khi Render th bn xem li p dng php Shell cho Label cha)
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1. Vo menu File/Reset khi to li Max 2. Ti khung nhn Top hy to ra 1 mt phng Plane vi kch thc 200 x 200 (Nhn t hp phm Alt + C + S ri chn Plane) sau ko r chut ra khung nhn Top v Plane, sau n phm 1 m th Modify sau bn hy g vo 200 vo cc Length v
Width. so vi Plane.
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nhn Left bng cch click phi chut vo khung nhn Left. Sau vo menu Create -> Lights -> Standard Lights -> Omni ri click chut ra mn hnh ti v tr nh hnh bn. n phm F9 xem kt qu, bn s thy khng c bng .
5. Chc chn rng Omni01 vn c ang c chn, n phm 1 m th Modify -> click chut chn "On" trong nhm Shadows ca th [General Parameters]. n phm F9 li ln na bn s thy bng . y l loi bng bnh thng.
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Bn c th thay i nho ca ng vin ca bng bng cch thay i gi tr Sample Range trong th [Shadow Map Params]. - Gi tr Size y dng thay i nho ca nt chnh gia ca bng . Gi tr cng thp th nho cng cao.
6. Bn c th chn mt s loi bng khc nh Adv. Ray Traced (d tia nng cao), mental ray Shadow Map, Area Shadows, hay Ray Traced Shadows bng cch click vo hp la chn trong nhm "Shadows". Vi cch render cc vt liu thng thng th i vi "mental
7. Mu ca
bng c thay i thng qua nhm "Object Shadows" ca th [Shadow - Bng c th c thay bng mt hnh nh bt k bng cch click chn
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8. y l kt qu thu c.
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1. Vo menu File/Reset2. Ti khung nhn Top, to ra mt khi cu (Alt + C + S + S) vi bn knh = 30 (di chuyn khi cu ny vo tm ca khung nhn) - n phm M, m bng bin tp vt liu Click vo vung ca dng Diffuse, click p chut vo Bitmap, tm n ni cha hnh nh/ click chn nh no /click vo Open. + Vo menu Material/ click Show map In viewport + Vo menu Material/click vo Assign to Selection. ng bng Bin tp vt liu li
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3. Click chut vo th Motion/ click vo Rotation sau click vo biu tng [?] - Bng Assign Rotation Controller hin ra, click chn TCB rotation click [OK]
4. y bng cun ln pha trn, click chn Rotation Windup. 5. Click vo nt [Auto key] - Ko thanh trt thi gian n v tr 100/100 - n phm A, bt Angle Snap Toggle - n phm E, chn Rotation (hoc click phi chut chn Rotation)
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6. Kch hot khung nhn Top ri quay trc Z +306 (click vo vng trn mu vng sau ko r chut xung n khi mu xanh kn ht th nh chut) Ch : trong khi quay, nhn xung di thanh thi gian c biu th ta ca 3 trc x, y, z - Xem hng mi tn tip tuyn mu vng bit chiu dng hay m. 7. Click vo nt [Auto key] tt ch auto key - G -15 vo ta Y pha di. n phm F9 xem th.
8. By gi chng ta s cho mt dng ch quay quanh khi cu. - Kch hot khung nhn Front (n Alt + W phng to khung nhn) - n t hp phm (Alt + C + H + T) to Text (nu cha r cch to text trong max bn c th tham kho bi cc lnh v 2D)
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- Tm n th Parameter: sau g on ch m bn thch vo text Thay i gi tr Size=11 Sau click chut ra khung nhn Front to ch. 9. n Alt + W thu nh khung nhn Front - Click phi chut chn Move ri di chuyn Text va to v v tr ph hp ( cc khung nhn)
10. Vo menu Modifiers/Mesh Editing/Extrude t gi tr Amount = 1.5 + Text vn ang c chn, vo menu Modifiers/Parametric Deformers/Bend -> Click chn X trong nhm Bend Axis:
11. Kch hot khung nhn Top -> di chuyn Text nh hnh bn.
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Only
Tools/Align... sau click vo khi cu -> xut hin bng Align Selection La chn cc thng s nh hnh bn ->click [OK] chp nhn cc thng s 14. Click vo th Hierarchy/click vo Affect Pivot Only tt ch Affect Pivot Only. 15. Ti khung nhn Top, n phm H, chn Text01 click nt [Select] - Click chut vo th Motion/ click vo Rotation sau click vo biu tng [?] - Bng Assign Rotation Controller hin ra, click chn TCB rotation click [OK]
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16. Click vo nt [Auto key] - Di chuyn thanh trt thi gian n v tr 100/100. - Click chn Text, click phi chut chn Rotation v quay theo trc Z vi gc: -360 Click vo nt [Auto key] ln na tt ch ny. - Kch hot khung nhn Perspective, n phm ? xem hot cnh.
17. Ti khung nhn Top v to ra mt ngun sng Omni (Create/Lights/Standard light/Omni) Kch hot khung nhn Perspective, n F9 xem kt qu. Nu mun kt xut ra dng *.avi th bn hy vo menu Animation/Make Preview Tip tc bi trc (To ch chuyn ng quanh qu a cu)
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19. Kch hot khung nhn Front - Vo menu Create/Lights/Standard Light/Target Spotlight sau to ra ngun sng nh hnh bn * Nu cha va th bn c th click vo Spot01 ri dng cng c Scale theo trc x thay i cho ph hp vi hnh bn. 20. n phm s 8 m bng Enviroment Tm n th AtmoSphere/ Click vo Add/ Chn Volume light sau click [OK] - Tm n th Volume Light Parameter: + Click vo nt [Pick light] -> n phm H, click chut chn Spot01 sau click Pick + Thit lp thng s nh hnh bn 21. Click chut vo th Modify, tm n nhm General Parameters v t thng s nh hnh bn. - Click vo nt Exclude... sau chn Sphere01 (qu a cu) sau click vo nt [>>], chn tham s nh hnh di ri click [OK]
- Ti bng cun Advanced Effects: Click chut vo nt [None] ri tm n ni lu hnh my git nc mu xanh bn di.
22. Nhn phm F9 xem kt qu 23. Kch hot khung nhn Top Vo menu Create/Helpers/Atmoshperics/SphereGizmo sau
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to ra SphereGizmo ln hn khi cu mt cht (hnh bn mu trng) - Click vo th Modify Trong bng cun Atmospheres and Effects click [Add] ri chn Volume Fog/click [OK] - Volume Fog c Add vo danh sch, click vo Volume Fog sau click vo [Setup] 24. Nu khng thy SphereGizmo01 hin nh hnh bn th click vo [Pick Gizmo], n phm H, chn SphereGizmo01/ Click [Pick] - Click chut vo Color: Vi R: 151; G: 167; B: 245 Thit lp cc thng s nh hnh bn. ng ca s Enviroment li n phm F9 Render 25. By gi cn link khi cu vi SphereGizmo01 - n phm H, chn SphereGizmo01/Click [Select] - Click vo nt Select and Link (cnh nt Redo), n phm H, click chn Sphere01/ click [Link] 26. n phn kit xut thnh phim. Vo menu Rendering/Video Port - Click nt "Add Scene Event"/click [OK] khi c hi - Click vo "Add Image Output Event"/ Bng Add image.. hin ra click vo nt [Files...] tm n mt file nh bt k click vo file nh ri click vo [Save] -> click [Yes] -> click [OK] ->
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click [OK] ln na. - Click vo hnh ngi ang chy -> click [Yes] khi c hi Trong nhm "Time Output" t gi tr: Range: 1; To: 100 -> click nt [Render] 27. i cho qu trnh Render xong (kh lu y) - Vo menu Rendering/click RAM player + Click vo Open Channel A, tm n ni cha File nh xxx001 (xxx l tn ca file nh) -> click [Open] -> click [OK] Khi load xong nh bn click vo nt [>] trnh din.
To logo XP 1. Vo menu File/Reset khi to li max 2. Vo menu Create/Shapes/Arc chn lnh v cung trn. - Ti khung nhn Front to ra mt cung trn nh hnh bn
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phm Shift + click vo Arc01 va to sau di chuyn ln pha trn mt cht khi ng th nh chut -> xut hin ca s Clone Option. Hy chn Copy v click vo nt [OK] 4. Arc02 vn ang c chn, click phi chut chn Convert to: /Convert to EditableSpline - Click phi chut chn Attach sau click vo Arc01 - n phm S bt Snap, click phi chut chn Create Line ri v tip hai ng bin cn li 5. Vo menu Modifiers/Mesh Editing/Extrude - Thay i gi tr Amount: ln mt gi tr no cho n khi bn nhn khung nhn Top thnh hnh vung l c. Bn s c hnh bn - Nu khng to thnh kt qu nh hnh bn th bc 4 bn lm cha ng, c ngha l cc im giao nhau b h, chng ta phi (weld) hn chng li. + Bn hy ko r chut to thnh hnh vung bao quanh im giao u
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tin chn n ri click phi chut chn Weld vertices + Lm tng t vi 3 im cn li Nhn xem khung nhn Perspective hin ng cha (nh l phi click chut vo php Extrude bng lnh Modify th mi hin kt qu) 6. n phm H, chn Arc02 (hoc Arc01) click [Select] Vo menu Tools/Mirror... ca s mirror hin ra: click chn trc Y, Copy v click [OK] Bn s c mt bn sao ca Arc02, by gi hy di chuyn n nh hnh bn 7. Kch hot khung nhn Top - n phm H, gi phm Shift + click vo Arc02 v Arc03 click nt [Select] - Gi phm Shift ri di chuyn ln pha trn, nh chut trong ca s Clone Option hin ra: Click chn Copy /OK Bn c hnh bn
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9. By gi n cng on lm p - Bn hy ln lt chn tng phn ca logo ri chn mu cho n (nu bn dng XP th hy lic mt xung nt Start m xem) - Khi chn c mu ri, cn phi c vi ngn n chiu sng n: Hy vo menu Create/Lights/Standard light/Omni - To ra 3 ci theo v tr nh hnh
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To khi Rubic
1. Vo menu Create/Standard Primitives/Box To mt Box vi kch thc bt k. Sau vo th Modify v thit lp: Length=100; Width=100; Height=100; Length Segs=3; Width Segs=3; Height Segs=3; 2. Click chut phi vo i tng, chn Convert to: /Convert to Editable Poly 3. n phm s 4, sau click v r chut to thnh hnh vung bao quanh Box, sau nh chut la chn cc polygon ca Box. (nu chn ng th
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ton b Box s tr thnh mu hon ton) 4. Click chut phi v bm vo vung ca Bevel
6. Sau thay i Height=5; Outline Amount=0 v n [OK] Bn c hnh ny. Th l xong, n F9 xem kt qu.
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2. Ti khung nhn Top, to ra 1 cylinder Radius: 80; Height: 50; Height Segs: 5; Cap Segs: 8; Side: 18 3. n phm H, chn Cylinder01 click [OK] Click chut phi, chn Convert to: /Convert to Editable to Poly 4. Kch chut phi vo khung nhn Front n phm 1 trn bn phm vo ch Vertex n phm R chn cng c Seletc and Scale n phm Z phng to, cc khung nhn 5. Ko r chut chn cc im di cng. n Alt + W phng to khung nhn Front 6. Di chuyn chut vo tam gic mu vng. V click chut tri v di chuyn xung pha di mt cht.
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7. Tip tc, ko r chut chn cc im tng bn trn. click v di chuyn chut xung thu nh bn ng knh ca tng ny. 8. Tip tc, thao tc vi tng th 3 9. Chn cc im tng cui cng, click phi chut chn Move ri di chuyn cc im ny ln pha trn - Tip tc, chn tng th hai ( pha di cng) v di chuyn ln pha trn mt cht. Xem hnh bn 10. La chn cc im thuc 2 tng trn cng, v di chuyn chng ln pha trn. 11. n phm 2, vo ch Egde Click chut vo mt ng bin, nh hnh bn Trong th Selection click chut vo nt [Ring] Click chut phi, chn Connect
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12. Click chut vo cnh nh hnh bn. Trong th Selection click chut vo nt [Ring] Click chut phi, chn Connect
13. Bn s c hnh ny 14. n phm 1, vo ch Vertex Chn cc im nh hnh bn (ko r chut to thnh hnh vung nh bc 5, nu khng s khng chn c cc im pha bn kia ca khi) n phm R, chn cng c Select and Scale
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17. Chn cc im trn cng ri Move chng xung nh hnh bn. 18. n thu nh khung nhn Front li (Alt + W) sau kch hot khung nhn Top n phm 4, sau gi Ctrl + click chut la chn cc polygon bn trong cho n khi chn ht cc polygon th thi. 19. n phm R, ri di chuyn chut ln trn phng to cc polygon thm mt cht na 19. Kch chut phi vo khung nhn Perspective n phm Z, click phi chut v chn Extrude Click chut phi vo khung nhn Front, phng to khung nhn ny ln. Sau click chut phi vo khung nhn Perspective.
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20. Click chut v ko xung di. Click phi chut, chn Bevel (Bn phi lm ng tc ny nhiu ln mi quen) Nu b sai hy n Ctrl + Z Undo Bn phi lm tt c 2 ln Extrude, v 3 ln Bevel to ra c hnh bn. (on mu th nht dng Extrude, on th 2 dng Bevel, on 3 dng Extrude, cc on cn li dng Bevel)
21. Chuyn v khung nhn Front, phng to khung nhn ny ln. n Ctrl + click chut chn 2 polygon lin nhau Click phi chut chn vung ca dng Bevel in cc thng s: Height: 15; Outline Amount: -1.5 22. Lm tng t i vi 2 polygon pha i din Bn c hnh ny
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23. Cui cng, Vo menu Modifiers/Subdivision Surface v chn MeshSmooth, v TurboSmooth Th l xong, n F9 xem kt qu Cha c ging lm, nhng iu khng quan trng v bi ny gii thiu cho cc bn bit cch thc "nn mt vt" trong 3D max.
To chic Ly
1. Click chut tri vo khung nhn Front, sau nhn Alt + W phng to khung nhn
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2. Vo bng lnh Create, chn Shapes, chn Line (hoc n t hp phm Alt + C + H + L) sau v hnh sau y, khng cn ging lm.
3. Click chn i tng sau bm chut phi chn Convert to -> Convert to Editable Spline
4. n phm 1 trn bn phm, sau chn im 1, click chut phi v chn Bezier ( tools 1). Thc hin tng t i vi im 2, 3. Di chuyn cc im n v tr mi, v thay i di ca ng tip tuyn mu vng lm cho hnh c p hn.
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5. Vo menu Modifiers/Patch-Spline Editting/Lathe c hnh ny, hi tht vng mt cht v y khng phi l ci ly! khng sao, hy lm tip.
6. Trong bng cun Paramter: + G 50 vo Segments. + Trong nhm Align hy bm vo: Min Ta c hnh bn. Vn cha p lm! 7. Tip tc p dng php hiu chnh Shell cho i tng + Vo menu Modifers/Parametric Deformers/chn Shell (nu vt khng c chn th khi chn Shell s b m i) Nhn F9 Render, th xem ging cha!
8. Nu mun ging hnh bn th p vt liu Reflection_Chromic cho chic ly hoc chn ty . Hy th xem!
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Cng c Render
Cng c render kch hot ca s Render Frame Window, bn hy n phm F9 s dng cng c Quick Render.
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- Khi nhn phm F9 th khung nhn Perspective c t mc nh. Trong trng hp bn mun Render khung nhn bt k th bn hy nhn t hp phm Shift + Q. Hoc n phm F10 m ca s v cc thit lp cho vic Render sau chn khung nhn cn render trong phn Viewport ri click [Render]. Cng c render c t trn thanh cng c chnh, tuy nhin v phn gii ca mn hnh + kch thc ca mn hnh nh cho nn cc cng c ny b che khut, thy c cng c ny bn hy di chuyn chut n v tr tng t trong hnh ny cho n khi con tr chut bin thnh hnh bn tay th click chut + r chut sang bn tri cho n khi thy cng c cn dng th thi.
Bt hp thoi Render (tng t nh khi n phm F10). Quick render. Trong phn ny chng ta cn quan tm n l cc la chn trong khi
render: . View: Render ton b khung nhn. . Selected: Render i tng c la chn.
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. Region: Render vng c la chn. . Crop: Render vng chn (vng chn c th thay i bng cch m rng/thu hp hay di chuyn n v tr bt k) . Blowup: Render vng chn (vng chn c th thay i tng t Crop) Ngoi ra cn mt s loi khc na nh: Box Selected, Region Selected, Crop Selected bn hy tm hiu xem, cng kh th v y. s dng cc la chn ny, bn hy click chn mt loi render, sau n phm Shift + Q -> chn i tng, hay to vng cn render. (Sau mi ln s dng cc la chn ny bn hy click vo nt mun) Rendered Frame Window xa cc
Ca s Render dng hin th kt qu cui cng ca mt cnh, vi ca s ny bn c th: Lu kt qu sau khi render di dng file nh. To ra mt bn sao ca s render, so snh cnh trc khi thay i v
sau khi thay i. RGB. Hin th hnh nh vi nn trong sut (alpha channel) (hy lu file di Kch hot hoc v hiu ha s c mt ca cc knh mu c bn
dng .png bn s c c hnh c nn trong sut). Hin th hnh nh di dng n sc (monochrome) Xa hnh nh hin th lu li trong ca s render
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Trong ca s render bn c th kt hp phm: . Shift + click chut s dng cng c Pan. . Ctrl + click s dng cng c Zoom.
1. Lu file bn vo th mc no trn my ca bn. 2. Ti khung nhn Top hy to ra mt khi cu Sphere (nhn t hp phm Alt + C + S + S) vi kch thc bt k. 3. n phm M m bng bin tp vt liu
Click chut vo vung cnh hnh kho, khi xut hin ca s Material/Map Browser, bn hy click p chut vo Bitmap, tm ng dn ti file nh va lu bc 1.
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n phm mi tn ln trn (up arrow). y bng cun ln tm n nhm Maps, click chut vo Map#1(orange.jpg) v r chut ln nt [None] ca dng Bump ri nh chut -> click vo nt Copy ri click vo [OK]
4. Thay i gi tr Amount thnh -60 (hoc nh hn), gi tr m th kt qu thu c s to cc vt lm, cn nu gi tr dng th ta s thu c cc vt li.
5. Vo menu Material click chn "Show Map In Viewport". Tip tc vo menu Material click "Assign to selection". 6. By gi hy ng bng bin tp vt liu li ri n phm F9
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Bn c th to hnh mt qu cam ri gn vt liu ny cho qu cam ca bn, thm vo mt cht nh sng na l bn c qu cam ngt lm ri.
Vt liu hot cnh Bn bao gi t cu hi, lm th no to ra mt dng vt liu ng (ging nh hnh chuyn ng ca mn hnh tivi vy). Bi ny chng ta s tm hiu cch to ra loi vt liu . 1. Vo menu File/Reset khi to li Max 2. Ti khung nhn Front, to ra mt Plane (dng t hp phm Alt+C+S -> click chn Plane) vi kch thc bt k. 3. Bn cn phi chun b nhng bc nh c kch thc bng nhau, i tn chng ging nhau km theo s th t ca tng bc nh (v d: ti c 5 bc hnh, t tn l landscape01, landscape02...landscape05) Sau copy chng vo mt th mc no cho d tm. 4. n phm M, m bng vt liu - Click chut vo nt cnh hnh kha -> click p chut vo Bitmap Ca s "Select Bitmap Image File" hin ra, bn hy tm n ni cha nh (lu gi tr trong "File of Type" nn chn l "All file (*.*)" th bn mi thy c ht cc nh dng nh) Click chut vo bc nh u tin,
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click chut chn "Seguence" -> click [Open] Khi ca s "Image File List Control" hin ra yu cu bn khai bo ni lu file *.ifl (y l file cha thng tin v danh sch cc bc nh) ng thay i cc thng s, bn ch cn click vo du kim "Include Image Path" sau click [OK] l c. (khi file *.ifl s c lu vo ni cha cc bc nh ca bn) 5. Vo menu Material/ click "Show Map In Viewport" - n phn gn vt liu cho Plane01. Nu trc bn vn chn Plane01 th bn ch cn vo menu Material/ chn "Assign to Selection" Hoc bn c th "click v drag" (ko v th chut) c ngha l click vo vt liu va to, sau bm chut, r chut ra khung nhn ang c kch hot sau th chut
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6. ng bng vt liu li n phm ? chy hot cnh, hy quan st s thay i ca cc cnh trong Plane01 Bng cch ny bn c th to ra s chuyn ng cho mn hnh tivi, my tnh, in thoi hoc nhng th tng t nh vy.
3DsMax
Multi/Sub-Object -> chn Discard old Material khi c hi -> click [OK]. - Click vo nt [Set Number], t gi tr = 3, click [OK] - Click vo Material #25, sau click vo vung ca mc Diffuse (cnh hnh kha) ->click p vo mt loi vt liu bt k
Click vo nt Go to Parent lin tc 2 ln tr v ca s vt liu. Tip tc lm nh vy vi Material #26 v Material #27 4. Vo menu Material/click Assign to Selection ng bng bin tp vt liu li.
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5. Cylinder vn ang c chn, click phi chut -> chn Convert to:/Convert to Editable Poly - n phm s 4, vo ch Polygon Sub-Object * Click phi chut vo khung nhn Front: a) Sau ko r chut chn 2 phn pha trn. - Ti th Modify ->Tm n bng cun Polygon Properties, t gi tr: Set ID=1 b) Tip tc lm nh mc a) la chn phn gia, t gi tr: Set ID=2 c) Phn cn li t: Set ID=3
6. n phm F9 xem kt qu
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Vt liu Glass c bn 1. Vo menu File/Reset 2. Ti khung nhn Top to ra mt box (n t hp phm Alt + C + S + B) vi kch thc : + Length: 40 + Width: 28 + Height: 0.15
3. Tip tc, to ra mt Cylinder vi kch thc: + Radius: 2 + Height: 20 Cc thng s khc mc nh) Sau di chuyn nh hnh bn 4. Cylinder vn c chn, gi phm Shift + R chut theo trc X sang bn tri, sau nh chut. Click [OK] khi c hi.
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6. n phm H, chn Box01 click chut vo [Select] - n phm M, m bng Material Editor - Click chut vo Qu cu u tin - Click vo nt Standard, -> click p vo Architectural. Ti th Templates click chn Glass-Clear Trong phn Diffuse Color: R: 255; G: 255; B: 255 Vo menu Material/click Show Map In viewport Vo menu Material/click Assign to Selection
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7. n phm F9 xem kt qu Tuy nhin, kt qu thu c khng r lm. hin th r bn cn to ra mt Plane (Alt + C + S + Click Plane) sau di chuyn n xung pha di.
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2. Vo Menu File/Reset khi to li Max 3. Ti khung nhn Top to ra mt mt phng Plane vi kch thc bt k (vo menu Create/Standard Primitive/Plane) 4. n phm M m ca s Material Editor 5. Trong nhm Blinn Basic Parameter Click chut vo vung ca Diffuse s c ca s Material/Map Browse hin ra Trong nhm Browse From: click chn New Trong danh sch cc vt liu hin ra, click p chut vo Bitmap v tm n file cha hnh chic l mu xanh. Vo menu Navigation/click vo Go to Parent (hoc n phm mi tn ln trn (Up arrow)) 6. Click chut vo vung ca Opacity
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->ca s Material/Map Browse hin ra Trong danh sch cc vt liu hin ra, click p chut vo Bitmap v tm n file cha hnh chic l mu trng. Vo menu Navigation/click vo Go to Parent (hoc n phm mi tn ln trn (Up arrow)) 7. Vo menu Material/Show Map in Viewport 8. Vo menu Material/Assign to Selection 9. Cui cng, hy ng bng Material Editor li, n phm F9 thng thc kt qu (y ch l cch to vt liu l cy n gin nht. Bng cch ny bn c th to ra nhiu loi vt liu kiu l cy (leaf) m phng cc loi l cy)
Vt liu X-ray:
Nu bn c nhn tm phim chp X-quang ri th vt liu ny khng c g xa l vi bn c, tuy nhin vi nhng bn cha c nhn phim chp X-quang th s khng bit n ra sao c. Khng sao, sau bi ny bn s c cm nhn mt tp phim chp X-quang n s ra sao. No chng ta hy bt u. 1. Vo menu File/Reset khi to li Max 2. Ti khung nhn Perspective hy to ra mt khi ng (tube) vi kch thc ty (vo menu Create/Standard Primitive/Tube)
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3. n phm M m bng vt liu 4. Vo menu Material/Get material (hoc n phm G) m bng, Material/Browse Trong danh sch cc vt liu, hy tm n Blend v click p chut chn loi vt liu ny (nu v tnh chn sai loi vt liu th hy n Ctrl + Z sau lm li) ng ca s Material/Browse li 5. i tn vt liu c thnh x-ray (nu thch) 6. Click chut vo [Material #25] ca Material 1 7. Bng Blinn Basic Parameter hin ra Click chut vo biu tng ch U nm ngang gia Ambient v Diffuse tt nt ny. Chnh sa mu ca Ambient: R: 0, G: 0, B: 0 ; Diffuse: R: 0, G: 0, B: 0 Cc thng s khc nh hnh di.
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8. Vo menu Navigation/Go to Parent quay tr v bng vt liu Blend 9. Click chut vo nt [Material #26] ca Material 2 Click chut vo biu tng ch U nm ngang gia Ambient v Diffuse tt nt ny. Nhp cc thng s sau: + Ambient: color = 0 - 0 - 0 + Diffuse: color = 255-255-255 + Specular: color = 255-255-255 Cc thng s khc nh hnh di
3DsMax
10. Vo menu Navigation/Go to Parent quay tr v bng vt liu Blend 11. Click chut vo nt [none] ca Mask Click p chut chn vt liu Falloff (gi nguyn cc thng s) 12. Vo menu Material/Assign to Selection p vt liu cho vt th. 13. ng bng Vt liu li, n phm F9 xem kt qu.
Ca s bin tp cht liu i tng c hnh dng trng tht hn th bn phi p vt liu cho n. Khi mun p vt liu cho 1 i tng no th bn chn i tng v n phm M s c mt bng hin ra. Trong bng cun Shader Basic Parameters bn click vo combo cho php bn chn cc dng vt liu khc nhau nh: Anisotropic, Blinn, Metal...
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1. Anisotropic; 2. Blinn; 3. Metal; 4. Multi-layer; 5. Oren-Nayar-Blinn; 6. Phong; 7. Strauss; 8. Translucent Khi click vo mt trong cc kiu trn th s xut hin bng cun xxx Basic Parameter (xxx l Blinn hay Metal nu bn chn l Blinn hay Metal... ) tng ng trong c cc tham s cn ch : * Mu ca cht liu: - Ambient: mu nhn thy t nhng vng ti. - Diffuse: mu nhn thy t vng trung bnh ca vt th (vng khuch tn) - Specular: mu nhn thy t vng sng chi (vng sng chi) * Loi b mt ca cht liu:
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Lm cho cht liu c bng khc nhau (Anisotropic, Blinn, Metal, Multilayer...) Sau hiu chnh cc thng s . Specular: bng . Glossiness: trn lng . Soften: mn (gip cn bng bng v trn lng) * Lm vt liu t pht sng Hy nh du chn mc Seft - illumination v chn mu pht sng (ging vi s pht sng ca bng n hunh quang, n m, trng...) * Vt liu c trong sut (nhn xuyn qua): gim Opacity xung * Vt liu c dng khung dy, khai bo kch thc khung dy trong bn cun Extend Parameters/ Wire/ Size. * 2-sided: cht liu hin c hai mt ca vt th * Facted: p dng cht liu vo tng khung li . Diffuse: to cho bitmap p ln i tng mt cch bnh thng (Diffuse th hin mu bn cht ca i tng). Pha di ca bng cun xxx Basic Parameter l bng cun Maps, cho php bn c thm cc ty chn cc hiu khc nhau cho vt liu nh: . Bump: to s li lm s s trn i tng theo nguyn tc tng mu ti s lm phm vi p dng ln trn i tng, ngc li tng mu sng s th hin trng thi bnh thng. . Opacity: to s trong sut, ni cc tng mu ti trn ha ang p cho i tng, cn tng mu sng s gi li i tng v th hin cht liu ang c p ti thnh phn Diffuse. . Reflection: th hin s phn chiu ca ha ln i tng tuy nhin s b nhum mu m thnh phn Diffuse ang th hin.
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. Refraction: th hin s chit sng khc x trn i tng, ty theo ch s chit quang IOR (Index Of Refraction) c thit lp nh th no, m s chit sng s nh hng khc nhau ln trn vt th . Vt liu Air (khng kh) Water (nc) Glass (thy tinh) IOR : 1.0003 : 1.333 : 1.5 - 1.7
Diamond (kim cng) : 2.417 (Nu bn la chn nhiu kiu p ha th ch s Amount s th hin s tng tc vi nhau thng qua gi tr ca chng, s tng tc ny s to nn dng v tht cho i tng.) Khi bn hon tt vi c la chn cc thng s th n lc p dng vt liu cho i tng. Bn c th p dng vt liu cho i tng bng cch click chut tri vo hnh qu cu trn trong ca s Material Editor sau ko v th vo i tng cn p vt liu. Hoc bn click chut vo biu tng liu ang c chn. V d: to vt liu phn chiu 1. Click vo menu File/Reset khi to li Max. khung nhn Top: + Click chut vo menu Create/Standard Primitives/Plane
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Sau to ra mt mt phng Plane + Tip tc vo menu Create/Standard Primitives/Teaport To ra mt m tr vi kch thc bt k. Di chuyn m tr ln pha trn ca mt phng
2. n phm H, chn Plane01 click [OK], n phm M m bng vt liu. 3. n phm G, trong ca s hin ln tm n nhm Browse From: v click chn New 4. Trong danh sch vt liu hin ra bn phi, click p chut vo vt liu Ractrace, ng ca s Material/Map Browse li. 5. Vo menu Material/Show Map in Viewport 6. Click chut vo vung ca Reflect, ca s hin ln click p chut vo Gradient. n mi phm tn ln trn (up arrow).
To vt liu phn chiu c bn 1. Click vo menu File/Reset khi to li Max. khung nhn Top: + Click chut vo menu Create/Standard Primitives/Plane
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Sau to ra mt mt phng Plane + Tip tc vo menu Create/Standard Primitives/Teaport To ra mt m tr vi kch thc bt k. Di chuyn m tr ln pha trn ca mt phng
2. n phm H, chn Plane01 click [OK], n phm M m bng vt liu. 3. n phm G, trong ca s hin ln tm n nhm Browse From: v click chn New 4. Trong danh sch vt liu hin ra bn phi, click p chut vo vt liu Ractrace, ng ca s Material/Map Browse li. 5. Vo menu Material/Show Map in Viewport 6. Click chut vo vung ca Reflect, ca s hin ln click p chut vo Gradient. n mi phm tn ln trn (up arrow).
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TOOL
Lnh Array... Lnh Array thng dng to ra hng lot cc i tng ging vi i tng c s. 1. Vo menu File/Reset khi to li Max 2. Ti khung nhn Top, (n t hp phm Alt + C + S + S) to ra mt khi cu vi kch thc, v tr bt k.
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3DsMax 3. Vo menu Tools/Array... -> ca s Array hin ra. y ta cn quan tm n phn "Incremental" vi cc tham s ta trc X, Y, Z vi cc phng thc: - Move: c chn khi to ra mt mng cc i tng thng hng nhau theo cc trc. + VD: s dng tham s sau. Vi gi tr "Count" trong nhm "Array Dimensions" c gi tr = 4. (Ty thuc vo ng knh ca khi cu ca bn m khong cch ca bn c th khc hnh ny, y ti to ra khi cu c kch thc bn knh = 12). Click nt [Preview] xem trc kt qu.
Hy th thay i tham s cc trc X, Y xem sao!! - Rotate: i tng c to ra s quay theo cc trc c chn vi mt gc >0 v <360 . + VD: Dng tham s sau; Vi gi tr "Count" trong nhm "Array Dimensions" c gi tr = 6.
- Scale: i tng mi c to thnh s c kch thc tng ln hoc gim i theo cc trc X, Y, Z. + VD: Dng tham s sau; Vi gi tr "Count" trong nhm "Array Dimensions" c gi tr = 4.
Ngoi ra cn mt tham s na l "Array Dimensions" vi 1D, 2D, 3D cc i tng s c to ra dng mng 1 chiu, 2 chiu v 3 chiu www.cadviet.com 76
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Create
Standard Primitives:
Mt phng - Plane Mt phng (Plane)
m tr - Teaport m tr (Teapot)
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+ Vo menu Create/chn Standard Primitives/ Teapot Bn c th to ra, mt phn hoc ton b chic m tr bng cch chn cc phn trong Teapot Parts
1. Vo menu Create/chn Standard Primitives/ Pyramid. 2. Chn creation method, sau chn cch v y t gc hay t tm ra (Base/Apex hoc Center) (gi CTRL trong khi nhn chut to y hnh vung).
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3. Trong khung nhnh bt k nhn v r chut xc nh y ca khi thp, sau nh chut. 4. Di chut chuyn ln hoc xung di xc nh chiu cao ca khi thp. 5. Nhn chut kt thc.
Cc bc thc hin 1. Vo menu Create/chn Standard Primitives/Torus. 2. Trong khung nhn bt k, bm v r chut xc nh bn knh th nht ca vng xuyn, sau nhn chut tip tc. 3. Di chuyn chut ln hoc xung xc nh bn knh th hai ca vng xuyn. 4. Nh chut kt thc.
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xc nh v tr v rng ca thnh ng khi va th nhn chut thit lp. 2. Di chuyn ln trn hoc xung xc nh chiu cao ca khi ng. 3. Nhn chut ln na kt thc. to ra cc hnh dng khc, thc hin chn nh bc 1, sau chn cc thng s trong phn Parameters: 1. Thit lp s cnh ca khi ng. 2. Tt Smooth. 3. Thc hin t bc 2 n 4 nh trn.
Khi cu - GeoSphere Khi cu (GeoSphere) 1. Vo menu Create/chn Standard Primitives/GeoSphere (Alt + C + S + G) 2. Trong khung nhn bt k nhn v r chut chn tm v bn knh ca khi cu.
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3. Nh chut kt thc.
Cc bc thc hin 1. Vo menu Create/chn Standard Primitives/Sphere (Alt + C+ S + S) 2. Trong khung nhn bt k nhn v r chut xc nh bn knh ca khi cu 3. Nh chut kt thc. Tham s khc
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+ Radius: bn knh ca hnh cu + Segments: s lng mnh ghp to thnh hnh cu (nu s lng ny nh s c cc dng hnh hc khc). + Smooth: lm mt cc on ni gia cc mnh ghp + Slice On: ly mt phn hnh cu, phn cn ly ph thuc vo gi tr trong Slice From v Slice To.
Cc bc thc hin 1. Click vo menu Create/chn Standard Primitives/Cone (hoc chn Cone t bng lnh Create) 2. Trong khung nhn bt k, bm v r chut xc nh bn knh y ca khi nn sau nh chut. 3. Di chuyn chut ln trn hoc xung di xc nh chiu cao ca khi nn, th chut khi c chiu cao thch hp 4. Tip tc di chuyn chut xc nh bn knh th hai ca khi nn. 5. Click chut kt thc.
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Radius 1, Radius 2: ln lt l bn knh th nht v th hai ca khi nn. Height: chiu cao ca khi nn Height Segments: s on ct ngang ca khi nn (s lng cng ln th khi nn cng mt nhng s nh hng n tc ca my). Sides: s lng mt phng to nn khi nn. Smooth: ha trn cc mt ca khi nn to nn s mt m ca khi nn.
1.
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2. Click chut vo nt Box trn bng cun Object Type; trn bng cun chn Creation Method l Box (mc nh l Box) (phm tt: ALT + C + S + B) 3. Chn mt khung nhn bt k ri bm v r chut v mt hnh vung c s sau nh chut khi c di v rng nh mun. 4. Di chuyn chut ln trn hoc xung xc nh chiu cao. 5. Cui cng nh chut to khi hp.
Tip: Nu bn mun to khi lp phng th trc khi v hy chn trn bng cun Creation Method l Cube. - Sau khi to song khi hp, nu mun thay i thng s (chiu di, rng, cao...) th bn phi chc chn l khi hp (box) ang c chn v click chut vo th Modify trn bng lnh, cc thng s s trong bng cun Parameters. iu ny c th p dng i vi tt c cc i tng c trong Max, tuy nhin thng s trong bng cun Parameters s khc nhau i vi cc i tng khc nhau.
Extend Primitives
Chamfer Cylinder
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to ra khi tr vt. 1. Vo menu Create, chn Extended Primitives > Chamfer Cylinder. 2. Nhn v r chut xc nh bn knh c s ca khi tr. 3. Nh chut v di chuyn chut ln pha trn thit lp chiu cao ca khi tr, click chut chp nhn. 4. Di chuyn chut theo ng cho thit lp rng ca cnh vt. 5. Click ln na kt thc.
Chamfer Box
to ra khi hp vt cnh.
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1. Vo menu Create menu, chn Extended Primitives > Chamfer Box. 2. Ti bng cun Creation Method, click Cube. 3. Ti khung nhn cn to, xc v tr tm ca khi hp sau nhn v gi chut + r chut thit lp kch thc ca khi hp. 4. Nh chut v di chuyn chut xc nh bo trn gc v vt cnh ca khi hp, cui cng click phi chut kt thc. Sau khi to ra khi hp vt cnh, nu cha ng bn c th iu chnh li bng cch vo th Modify, sau thit lp li cc tham s. Length, Width, Height: kch thc cch chiu ca khi hp. Fillet: vt cnh ca khi hp. Length, Width, Height Segs: s lng lt ct theo cc trc x, y, z. Fillet Segs: S lng lt ct i vi cnh vt, gi tr ny cng cao th vt cnh cng mt.
Torus Knot
to ra Torus Knot:
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3DsMax
1. Click chut vo menu Create, chn Extended Primitives > Torus Knot. 2. Nhn v gi chut xc nh ln ca Torus knot. 3. Click, sau di chuyn chut ln pha trn xc nh bn knh. 4. Click ln na kt thc.
Hedra to ra khi a gic: 1. Vo menu Create, chn Extended Primitives > Hedra. 2. Trong khung nhn bt k, nhn v gi chut xc nh bn knh, sau nh chut to khi a gic. n phm 1 vo ch Modify, ti bng cun Parameters chng ta c cc dng: Tetra, Cube/Octa, Dodec/Icos, Star1, Star2. chuyn i qua li gia cc dng, bn ch cn click chut vo loi tng ng.
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3DsMax
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