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Max consists of around 100 plug-in components organized around a core engine.
The product ships with a software developers kit 9SDK) to allow anyone (with C++
programming skills) to write new plug-ins, which integrate seamlessly in Max’s
interface. Max also includes its own scripting language (Maxscript), which allows
non-programmers to write their own extensions to Max, without knowing C++. This
extensibility enables Max to hold it’s own among the top players in professional 3D
animation, i.e. Alias’ Maya, Newtek’s Lightwave and Softimage’s XSI, which find
their predominant use in Film, broadcast, video games, simulation and visualization,
and in 3D on the web.
Max is fundamentally a polygonal modeling tool, although it also includes Patch and
NURBS modeling technologies. Why polys? Because they are the most efficient to
create in a computer: to locate a point in 3D, you need only three coordinates (X, Y,
Z); to draw a line, you need only locate two points and add an instruction to draw a
line between them; for a surface (a Face in Max) , you need locate only three points,
connect the dots in a triangle, and paint one side. To make four sided faces, called
polygons or quads in Max, put together two triangular faces.
In Max, you move, rotate, and scale objects in the 3D environment called World
Space. These manipulations are canned “Transforms” To model an object, you
sculpt it by manipulating its geometric components, called “sub-objects”, i.e. vertex,
edge, face, and poly, using the object’s own coordinate system, called “Local
Coordinates”. Moving, Rotating, or scaling these components at the Sub-Object level
are usually referred to as “sub-object modeling”, or sometimes as modeling using
“XForms”
The following exercises cover much of the lecture content, and were prepared for
use with Max 3.1. These features continue to be available in Max 5.x and 6.x, the
most recent versions.
Scaling a sphere on object level and sub-object level
1. In the create panel choose shapes, and press the line button.
2. In your front viewport draw the profile of a wineglass.
Note: Click and drag to create. Right mouse click to stop creation
mode.
Note: Right mouse clicking on your object will give you a roll out
that gives you the options for modify mode, sub-object.
5. Now that you are happy with the wineglass profile go to modify
and add a lathe modifier.
6. Go the lathe subobject - axis and select and move the axis to lathe around the correct
axis. Or you can select in the lathe parameters select align – max. Look at the different
effect you get when you lathe around the X, Y, and Z axis.
7. Go to the line in your modifier stack.
8. Select the line, hold down the shift key and move the line
making one copy.
9. Delete the inside verticies making your wineglass open on the
inside.
10. Leave subobject mode and go back to the lathe in your
modifier stack. Notice you cannot see the normals on the inside
of your second wineglass.
11. Open the material editor and select an empty slot. Change the shader basic parameters
to 2 sided.
12. Assign the material to your second wineglass.
Notice you can now see the interior of the second wineglass even though it does not have
the extra geometry.
Full tutorial located in 3D Studio Max R3 Tutorials book that ships with program Page 139, and
3D Studio Max R3 .1 Online Tutorials ‘Creating a Low-Polygon Spaceship’.
11. Using the select and move tool, select and scale tool, extrude, and
bevel tools begin to pull the box into the shape of an airplane.
12. Use your face, polygon, and vertex sub-object selections where
nessesary.
You can now continue modeling the hand and see the
result of the MeshSmooth as you go.
Lofting a circle and star along a line
Note: A little yellow X shows the location along the path of your circle.
Vol. Select with FFD 4x4x4 Exercise Wax dripping down a candle
1. Make a plane,
2. Paint a selection on the surface of the plane
3. Apply a wave space warp
4. amp1 3 amp2 3
5. wave length 3
6. move warp clost to plane
7. bind to space warp bind warp to pland
8. turn on the animate button and animate the phase to 3
9. play animation
10. copy the space warp
11. rotate the space warp
12. bind new warp to the plane
13. and animate the new warp with decay of 1
play the animation
Scatter
If your selection is not correct you can go back and select the
faces and reassign a material id to the individual selection
Once you are happy with the application of the materials to
your object you can go in and apply materials in each channel.
1. In the create panel click on the geometry button and in the drop down field select
particle systems.
2. Click on the Spray button and create a spray in your top viewport. Emitter Width:
100, Length: 100. Render Count: 1500. Drop Size: 5.
3. Open your material editor.
4. select and open slot.
5. Make advanced transparency amt: 95
6. self illumination 50 color bright yellow/blue desaturate the color.
7. specular level 5
8. assign to particle system
9. in render coun=t make it 1500 drop size to 5
10. emitor size 100 x 100
11. render and it should look like rain.
12. regular opacity should be 50
13. particles should be tetrahedron.
14. Click on the Render Scene button
15. Click on the Render
16. avi use the compression indio vidio 4.5
17. click ok and look at your rain.
Making Bubbles
18. Turn on Angle Snap. Rotate the Spray so that it points up.
19. In the Modify panel change the Width to 6, and Length to 6.
20. Change the viewport count to 500, and Render count to 2500.
21. Change the drop size to 2 change tetrahedron to facing change the self illumination to
100 and make drop size to 8 render coundt to 300 viewport could to 300
22. Hide the particle system
23. Create a sphere in the top viewport. Radius 100 base to pivot
24. zoom in
25. Change the render to 480 by 480 (throw in the render crop)
26. Right click on the front viwport labal and configure viewport lighting to two lights.
27. Material editor turn on checker board behind bubble.
28. 20 self ill
29. 2 sided
30. 100 advanced transparency
31. drag diffuse color to filter color make diffuse color desaturated blure
32. specular 110 glossy 60
33. assign to sphere
34. render front view port
35. that’s the bubble
36. regular opacity change blinn to anisotropic from 50 to 80 change glossiness to 70
change opacity to 50
37. render again save tga to the max images directory
38. Bubble.tga save and say 32 bit image file, no alpha chanel on any other.
39. Hide the sphere.
40. Select a NEW slot in the Material Editor
41. Unhide by name and unhide the spry
42. Make gray
43. specular highlights to 0 glossyness to 0
44. Asset Manager and find the bubble image saved.
45. Drag into the diffuse channel.
46. Change sphere to cube.
47. Copy the bubble from diffuse channel to the opacity channel as a copy.
48. In mono channel in bitmap parameters make the Mono channel output Alpha in both.
49. In diffuse channel the mono info should be RGB
50. Drag onto particle system.
51. render
52. do edit hold
53. Make another particle system
54. Create a SuperSpray in your top viewport.
55. Click on the Modify Panel
56. change spread to 15
57. second spread to 90
58. change percentage of particles to 100 so you can see all.
59. In Particle generation put in variation of 20.00
60. Emit stop at 80
61. Life to 60
62. In the top viewport create a Plane. Width: Length. Pull the plane below 00 axis
63. Create spacewarp Gravity in the top viewport
64. Create a second spacewarp Udeflector (Universal Deflector)
65. sellect the superspray bind from particle system to spacewarp
66. this is important WHY
67. Stack should have super spray double line and binding
68. increase speed to 20
69. select the u devflector and pick object particle system
70. assign the bubble material to the
71. particle type Facing
72. render
73. particle size 5 fade to 0
74. check face map
75. Grow for 20
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create a box L 50, w 100, h 100
(tile to 1.7, and uncheck tile to fix the proportion of the bubble
(now use offset in (u) to change location of bubble on the cube
------------------------------------------------------------------
if you do not have an image with an alpha channel
copy origingal material and redu
go to diffuce level and get compostie
make number 2
click on map number 2 sellect mask
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copy same over but place the same leafgreen.jpg into the mask channel
and adjust somthing to brng out the
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view composite material
creating composite material (three ways) ( - one more time - all the above-)
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Creating a composite map 1
For this exercise you will need the bubble.tga image created in class.
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Setting the Scene
1. Create a box. Length 100, Width 75, Height 50
place spotlight in front of the box
get the material editor and in a clean slot
go to asset manager - browse to 3dmax/maps/space/fx3_panels_9f.jpg
click on diffuse color and change to grey
copy the color to the ambient and drag the ambient value to about 20 (this will prevent any
color bleed)
now change the glossyness and speculal down
drag and drop the fx3_pannels ito the diffuse color
get fx3_panels bump 1 into the bump channel and change value to 75
put material to box
click on the diffuse channel and (show map in viewport
render the perspective view to see your work
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do an edit hold to play safe
copy the material to two more slots
-----------------------------------------------------------------(1)
go to the diffuse bitmap level and change the type bitmap to composite
keep the old map as a submap
set number of maps to 2
open asset manager and drag and drop bubble.tge to map number 2
change view of material slot to cube
put material to scene - and render a test
you should see the bubble render distorted - lets fix it
click on map 2 which is the bubble - show in viewport to see the map
tile the map to about 1.7 to fix the bubbles proportion and uncheck the tiling
create a teapot
open material editor
get a blend material ( similar to mix - for map)
browse to library - get bricks_yellow
Place in the material 1
browe and get fabric blue carpet
place in material 2
change the mix amount to 50
render perspective to view your work
go to mask channel brouse to maps/lights/chaustic
render perspective to view your work
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Creating a Material with multiple procedural materials
choose an empty slot
type - browse for perlin marble
put to object and render
tile 3,6, 3
raise the specular level
and the glossy
change to anisotropic
change lighting to two lights
withing pearlin - on color map1 go get a dent material
change the color of your dent
render last
change dent to gradient
change the colors to suit you and rerender
go to bump level and get a cellular material
change the size to 5
Adding a Camera
Environmental Fog
1. Delete path and dummy
2. Copy the teapot making 10 copies into the horizon
3. Modify your plane making it 2000 by 2000
4. Click on rendering environment, add fog.
5. Do a test render.
6. Change the fog color and render again.
7. Change the far amount and render again.
8. Browse your material library for noise.
9. Drag and drop the noise to an empty slot in your material editor.
10. Drag and drop the noise to the fog
11. Ack change the two colors of the noise
12. Now get a mix and place the noise in the first chanel and gradient map in the second
channel. Change the mix amount to 50 place it on your fog and re render.
Layered Fog
1. change the fog type from standard to layered
2. render
3. change the top to 50 and the density to 25
4. turn on the animate button, drag the time slider to 20 and make the phase 50
5. render frames 1-50 and watch your fog animate
Volume fog
First turn off the fog by de-checking the ‘active’ checkbox.
1. create sphere gizmo atmospheric apparatus helper object
2. click and drag to create it in you r top view port
3. Go to rendering environment and add volume for.
4. Click on pick gizmo and sellect the sphere gizmo.
5. Do a test render.
6. Increase size to 50
7. Uniformity to .5
8. Density to 5.0
9. Test render
10. Try adding the previous fog into the scene as well.
1. Delete the gradient map from the Environment color map channel by clicking on the
button and selecting no ne.
2. Change the for background Type to Layered.
3. Select camera, go to the modify panel and click on show horizon
4. Look at where the black line appears in viewport
5. Turn on horizon noise change angle from 5 to 10 to adjust the falloff
6. Render a frame and view the horizon noise.
7. change density of layered top to 80, change density to 25
Volume fog
1. Turn off all other fogs by selecting them and deselecting the Active check box.
2. Add a Volume Fog.
3. Click the Move Up button to move the Volume Fog to the top.
4. Click on your create panel. Helper objects. Atmospheric Apparatus and create a BoxGizmo
in the top viewport. Length: 800, Width: 1000, Height 800.
5. In Volume Fog Parameters click on pick gizmo and select the box gizmo.
6. Render a frame.
7. Change density to 2, uniformity to .25, size to 100.
8. Render a frame.
9. Continue to adjust the parameters.
10. Try this with the SphereGizmo, and CylGizmo.