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Showing posts with the label 3dsstudiomax

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 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

What is the difference between Specular and Diffuse Reflections?

SOURCE: https://www.oceaninsight.com/sampling-accessories-for-reflection/specular-reflection/

What is Ambient?

before Global Illumination, ambient was a shortcut to give a little extra to the brightness of objects in the shadow areas, mimicking fill light. It applies itself uniformly over the entire surface, so if you have an ambient color to your material, or have an ambient light in your scene, you will never be able to achieve pure black in your render. General rule is to stay away from ambient light

Antistropic Shader

creates surfaces with elliptical, "anisotropic" highlights. These highlights are good for modeling hair, glass, or brushed metal. The basic parameters are similar to those for Blinn or Phong shading, except for the Specular Highlight parameters, and Diffuse Level controls such as those for Oren-Nayar-Blinn shading. SOURCE: https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2017/ENU/3DSMax/files/GUID-30F365F1-602D-4E7D-8C97-6BF67673683B-htm.html

Image Sampler and GI Engine

The two tools that most greatly change the balance of render quality vs. speed is the Image Sampler and the GI Engine. V-Ray tab - Selecting image sampler for antialiasing and image filtering, settings for cameras and environment to customize. GI tab - Selection and settings for primary and secondary GI engines, GI caustics. Global settings that feature displacement and texture settings. Render Elements tab - Creation and control of render elements for pass compositing and post-production. Image Sampler V-Ray tab GI Engine GI tab SOURCE: https://docs.chaosgroup.com/display/VRAY3MAX/V-Ray+RT+Settings

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