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Showing posts with the label 3dstudio

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

Surface Normals

an object such as a line, ray, or vector that is perpendicular to a given object.  SOURCE: https://www.yourdictionary.com/tessellation#computer Normal Maps in Cideo Games Most texture maps for assets in video games have bitmaps and normal maps. The normal map has a low poly count and is essentiallt a flat 2d image that sharpens an object with highlights.  Image Source: https://blog.teamtreehouse.com/understanding-normal-maps SOURCE: https://blog.teamtreehouse.com/understanding-normal-maps

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

Oren-Nayar-Blinn

Circular Highlights softer and rounder than phong highlights SOURCE: http://download.autodesk.com/us/3dsmax/2012help/index.html?url=files/GUID-C047BBE5-4095-4C39-99EF-C3488D6AC05-1983.htm,topicNumber=d28e385387

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

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.

3DS Max - Edit Borders > Cap

Select edges switch to border mode go to edit borders and select "cap" -edges selected -switched to border mode and the "cap" option under edit border fills the gap. Super important when edges are all layered differently, or, this is how the software is reading it. Cap basically fills holes and is the most reliable option when improving the topology of your object.