3ds Max
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3ds Max
3ds Max (formerly 3D Studio MAX) is a full-featured 3D graphics application developed by Autodesk Media and Entertainment. It runs on the Win32 and Win64 platforms. 3ds Max is currently in its eleventh version (as of April 2008) entitled 3ds Max 2009, which adds enhanced support for complex pipelines and workflows.
Early history & ReleasesThe original 3D Studio product was created for the DOS platform by the Yost Group and published by Autodesk. After 3D Studio Release 4, the product was rewritten for the Windows NT platform, and originally named "3D Studio MAX." This version was also originally created by the Yost Group. It was released by Kinetix, which was at that time Autodesk's division of media and entertainment. Autodesk purchased the product at the second release mark of the 3D Studio MAX version and internalized development entirely over the next two releases. Later, the product name was changed to "3ds max" (all lower case) to better comply with the naming conventions of Discreet, a Montreal-based software company which Autodesk had purchased. At release 8, the product was again branded with the Autodesk logo, and the name was again changed to "3ds Max" (upper and lower case). At release 2009, product name changed to "Autodesk 3ds Max". Overview3ds Max is the most widely-used off the shelf 3D animation program by content creation professionals according to the Roncarelli report. It has strong modeling capabilities, a flexible plugin architecture and a long heritage on the Microsoft Windows platform. It is mostly used by video game developers, TV commercial studios and architectural visualization studios. It is also used for movie effects and movie pre-visualization. In addition to its modeling and animation tools, the latest version of 3ds Max also features advanced shaders (such as ambient occlusion and subsurface scattering), dynamic simulation, particle systems, radiosity, normal map creation and rendering, global illumination, an intuitive and fully-customizable user interface, and its own scripting language [1]. There is also a plethora of specialized renderer plugins that can be bought separately, such as V-Ray, Brazil r/s , Maxwell Render, and finalRender. Modeling
3ds max living room render rendered with V-Ray Polygon modelingPolygon modeling is more common with game design than any other modeling technique as the very specific control over individual polygons allows for extreme optimization. Usually, the modeller begins with one of the 3ds max primitives, and using such tools as bevel and extrude, adds detail to and refines the model. Versions 4 and up feature the Editable Polygon object, which simplifies most mesh editing operations, and provides subdivision smoothing at customizable levels. Version 7 introduced the edit poly modifier, which allows the use of the tools available in the editable polygon object to be used higher in the modifier stack (i.e., on top of other modifications). NURBS or Nonuniform rational B-SplineA more advanced alternative to polygons, it gives a smoothed out surface that eliminates the straight edges of a polygon model. NURBS is a mathematically exact representation of freeform surfaces like those used for car bodies and ship hulls, which can be exactly reproduced at any resolution whenever needed. With NURBS, a smooth sphere can be created with only one face. The non-uniform property of NURBS brings up an important point. Because they are generated mathematically, NURBS objects have a parameter space in addition to the 3D geometric space in which they are displayed. Specifically, an array of values called knots specifies the extent of influence of each control vertex (CV) on the curve or surface. Knots are invisible in 3D space and you can't manipulate them directly, but occasionally their behavior affects the visible appearance of the NURBS object. This topic mentions those situations. Parameter space is one-dimensional for curves, which have only a single U dimension topologically, even though they exist geometrically in 3D space. Surfaces have two dimensions in parameter space, called U and V. NURBS curves and surfaces have the important properties of not changing under the standard geometric affine transformations (Transforms), or under perspective projections. The CVs have local control of the object: moving a CV or changing its weight does not affect any part of the object beyond the neighboring CVs. (You can override this property by using the Soft Selection controls.) Also, the control lattice that connects CVs surrounds the surface. This is known as the convex hull property. Surface tool/Editable patch objectSurface tool was originally a 3rd party plugin, but Kinetix acquired and included this feature since version 3.0. The surface tool is for creating common 3ds max's splines, and then applying a modifier called "surface." This modifier makes a surface from every 3 or 4 vertices in a grid. This is often seen as an alternative to 'Mesh' or 'Nurbs' modeling, as it enables a user to interpolate curved sections with straight geometry (for example a hole through a box shape). Although the surface tool is a useful way to generate parametrically accurate geometry, it lacks the 'surface properties' found in the similar Edit Patch modifier, which enables a user to maintain the original parametric geometry whilst being able to adjust "smoothing groups" between faces. Predefined primitivesThis is a basic method, in which one models something using only boxes, spheres, cones, cylinders and other predefined objects from the list of Predefined Standard Primitives or a list of Predefined Extended Primitives. One may also apply boolean operations, including subtract, cut and connect. For example, one can make two spheres which will work as blobs that will connect with each other. This is called metaballs. Predefined Standard Primitives list
Predefined Extended Primitives list
Dynamics3ds Max has traditionally come with several basic particle emitters. As of version 8, there are 6 basic particle emitters (not including Particle Flow) exhibiting specific behaviors. Particle View is the primary interface for building and modifying Particle Flow systems. The first event in the system is always a global event, whose contents affect all particles in the system. It has the same name as the Particle Flow source icon. By default, the global event contains a single Render operator that specifies rendering properties for all particles in the system. You can add other operators here to have them act globally, such as Material, Display, and Speed. The global event also serves as the Particle View representation of the particle system. You can create a new system by duplicating this event, or by adding an Empty Flow or Standard Flow. Conversely, if you clone the Particle Flow icon in a viewport, or add a new PF Source, the new system appears in Particle View as well. The second event is called the birth event, because it must contain a Birth operator. The Birth operator should exist at the top of the birth event, and in no other place. The default birth event also contains a number of operators that act locally to specify properties of particles while in that event. The default particle system provides a basic global event and birth event that serve as a useful starting point for creating your own system. If you like, you can instead start with an empty system that lets you build a particle system from scratch. The traditional particle emitters are:
Particle Flow is a sophisticated non-linear, event-driven particle system developed by Oleg Bayborodin as one of MAX's seven particle emitters. Unlike most particle systems available in today's 3D packages, Particle Flow allows the user to design the behavior of a particle based on a series of user-defined Events (Procedures) in a streamlined and intuitive GUI called Particle View. Within the Particle View interface, Events are created, which are composed of Operators and/or Tests. Event operators and tests are evaluated from top to bottom, once per every integration step, resulting in control of velocity, shape, size, (and other properties) of particles. Particles can be sent to other events through the use of Tests; special operators which check if any particle meets certain criteria within an event. If a particle passes a test, such as the Age Test in a particular event, it is sent through a wire connecting it to another event, in which other operators and tests can affect its behavior. 3ds Max includes a physics engine, called reactor, originally created by Havok. Reactor can simulate rigid bodies, soft bodies, cloth, gravity, and other forces. Like many physics engines, reactor uses a simplified convex hull, but can be customized to use all vertices, at a cost in processing time. Rendering
Features
UsesFilmsSee List of films made with Autodesk 3ds Max Many films have been made using 3ds Max. These films include completely animated movies (such as Disney/Pixar's Toy Story and Toy Story 2). Other films, like 20th Century Fox's I, Robot and X-Men, contain 3ds Max's computer generated graphics alongside live-action acting. VideogamesSee List of computer games developed with help of 3DS Max Videogame makers have also used 3ds Max extensively in their area of entertainment. 3ds Max even exports directly into the modeling file type for the videogame Quake . . For many other games, like the Trainz Simulator series and the Grand Theft Auto series, there are third-party plug-ins available which can export a model to a filetype readable by the game to be modified. LicensingEarlier versions (until 3D Studio MAX R3) required a special copy prevention device (a dongle) to be plugged into the parallel port while the program was run, but later a software copy prevention method was implemented instead. Registration involving personal information such as name, address and e-mail address is now required. NotesPlease add a list of all the 3DS Studio releases. External links
ar:??? ?? ?? ???? bn:???? ?? ??????? ??????? cs:3D Studio MAX da:Autodesk 3ds Max de:3ds Max es:3D Studio Max fr:3D Studio Max ko:3D ???? ?? id:3D Studio Max it:3D Studio Max he:3ds Max ka:3D Studio Max hu:3D Studio Max nl:3D Studio Max ja:3ds Max pl:3D Studio Max pt:3ds Max ro:3D Studio Max ru:3ds Max fi:3ds Max sv:3ds Max th:3 ?????????? vi:3ds Max tr:3ds Max zh:3ds Max Source: Wikipedia | The above article is available under the GNU FDL. | Edit this article
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