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Showing posts with the label 3dobject

Glow - Photoshop

Glow Layer Selection with feather, paint fill bucket - yellow Blend Mode: Soft Light Select with magic wand tool the layer of the tables, chairs, dinnerware and inverse the selection, and mask selection with layer below

Material - Eyedropper Tool

Using the eyedropper tool to select objects in scene to get material

Error Message: You Must Have Valid Objects Selected

When we get this error message, make sure "view" is selected in the render settings window. Also, make sure it is VRay and "Bucket" for type is selected. Forum Post: https://forums.autodesk.com/t5/3ds-max-forum/you-must-have-a-valid-object-selected/td-p/6242993

Phong Shading

interpolation technique for surface shading  It interpolates surface normals across rasterized polygons and computes pixel colors based on the interpolated normals and a reflection model. SOURCE: https://en.wikipedia.org/wiki/Phong_shading

Metal Shader

Realistic-looking metallic surfaces and a variety of organic-looking materials. Metal shading has a distinct curve for specular highlights. Metal surfaces also have glancing highlights. Metal materials calculate their own specular color, which can vary between the material's diffuse color and the color of the light. You can't set a metal material's specular color. SOURCE: http://download.autodesk.com/us/3dsmax/2012help/index.html?url=files/GUID-C047BBE5-4095-4C39-99EF-C3488D6AC05-1983.htm,topicNumber=d28e385387

Multi-Layer Shader

A set of two specular highlight controls. The highlights are layered, letting you create complex highlights that are good for highly polished surfaces, special effects, and so on. The Multi-Layer shader is similar to the Anisotropic shader, SOURCE: http://download.autodesk.com/us/3dsmax/2012help/index.html?url=files/GUID-C047BBE5-4095-4C39-99EF-C3488D6AC05-1983.htm,topicNumber=d28e385387

Translucent Shader

Translucent shading is similar to Blinn shading, but it also lets you specify translucency. A translucent object allows light to pass through, and also scatters light within the object. You can use translucency to simulate frosted and etched glass. Two-sided effect: With the translucent shader, backface illumination appears on front faces. To generate translucency, both sides of the material receive diffuse light, though only one side is visible in renderings and shaded viewports unless you turn on 2-Sided (in the Shader Basic Parameters rollout Examples : SOURCE: http://download.autodesk.com/us/3dsmax/2012help/index.html?url=files/GUID-C047BBE5-4095-4C39-99EF-C3488D6AC05-1983.htm,topicNumber=d28e385387

Strauss Shader

Modeling metallic surfaces. It uses a simpler model and has a simpler interface than the Metal shader. SOURCE: http://download.autodesk.com/us/3dsmax/2012help/index.html?url=files/GUID-C047BBE5-4095-4C39-99EF-C3488D6AC05-1983.htm,topicNumber=d28e385387

Phong Shader

Phong shading smoothes the edges between faces and renders highlights realistically for shiny, regular surfaces. This shader interpolates intensities across a face based on the averaged face normals of adjacent faces. It calculates the normal for every pixel of the face. SOURCE: https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2020/ENU/3DSMax-Lighting-Shading/files/GUID-7C791BBC-B27F-4BD2-821D-D7DBEA9E7CC9-htm.html

Specular Reflections

a type of surface reflectance often described as a mirror-like reflection of light from the surface. In specular reflection, the incident light is reflected into a single outgoing direction. SOURCE: https://www.azooptics.com/Article.aspx?ArticleID=822

Fundamentals: With Loft, , You can adjust with Scale Deformation

Changing spline into Loft; you can adjust scale deformation to bend the size of shape; easily make certain bends smoother and sharper with line graph Creating bezier points by selecting anywhere on line Scale Deformation Adjusting the line on the line graph determines the sharpness/smoothness of curve on the shape. *most efficient feature from Loft's "Deformations" rollout

Fundamentals: Modelling a Treasure chest

Treasure Chest - Base: box top half deleted shell modifier for thickness 3 faces wide, and 3x3 on sides Both edges on side selected, select ring to ring edges around chest; use pivot the scale both edges apart Top of Treasure Chest: Create a Cylinder with 8-10 faces wrapping around delete top faces. delete half of faces wrapped around, leaving you with one half of wrapped around faces. (4-5 faces) place pivot point in center by "affect pivot only" > place in center (another option: shift+t, transform toolbox and then, place in center) Extruded faces for Wood: extrude faces "by polygon" option (i.e. select each piece individually to move and size for a more interesting, realistic look

Quick Select (faces)

CTRL+SHIFT+CLICK (faces mode) when selecting faces ctrl+shift will show you highlighted faces to quick select, inuiting the selection you've made so far on a model. Generally it will intuit the quick selection with a ring wrapping around the 3D object.