Mastering Autodesk® 3ds Max® Design 2011: Autodesk Offical Training Guide

Book description

Turn Your Ideas into High-Impact Architectural Visualizations

This Autodesk Official Training Guide helps you master the essentials of 3D modeling, texturing, animation, and rendering with 3ds Max Design—it has everything you need to create compelling visualizations of your projects with exciting CG filmmaking techniques. The book provides pages of real-world architectural examples that show you how to apply 3D concepts to your own work with striking results.

Whether you're just starting, upgrading, or preparing for the Autodesk 3ds Max Design 2011 Certified Associate or Certified Professional exams, this book offers the complete instruction you need to master this indispensable design tool.

Coverage includes:

  • Understanding the 3ds Max Design 2011 tools, menus, and interface

  • Editing meshes and creating complex shapes with surface modeling tools

  • Assembling high-impact scenes using the right design data and tools

  • Using the Lighting Analysis feature to analyze sustainable design features

  • Accessing the Autodesk Materials Library for just the right floor, wall, or finish

  • Applying the camera effectively during animated walk-throughs

  • Using mental ray® to achieve the most realistic rendering

  • Adding cinematic atmosphere and compositing your final designs

  • Seamlessly Link Data from the Revit Family of Products into 3ds Max Design 2011

    Apply Concepts from Game Design to Transform Your Sketches

    Work Faster Using the Polygon Modeling and Texturing Toolset

    Produce Stunning, Detailed, Photorealistic Presentations for Clients

    Prepare for the 3ds Max Design 2011 Certified Associate and Certified Professional Exams

    Table of contents

    1. Copyright
    2. Dear Reader,
    3. Acknowledgments
    4. About the Authors
    5. Introduction
      1. How to Use This Book
      2. The Tutorial Files on the Website
      3. What You'll Find
      4. System Requirements
    6. 1. Getting to Know 3ds Max Design 2011
      1. 1.1. Introducing the New 3ds Max Design 2011 Features
      2. 1.2. What Was New in 3ds Max Design 2010
      3. 1.3. Getting Started with 3ds Max
      4. 1.4. Touring the Interface
        1. 1.4.1. The Menu Bar
        2. 1.4.2. The Quick Access Toolbar
        3. 1.4.3. The Information Center Toolbar
        4. 1.4.4. The Main Toolbar
        5. 1.4.5. Docked and Floating Toolbars
        6. 1.4.6. Toolbar Flyouts
        7. 1.4.7. The Viewports
        8. 1.4.8. Tools for Working with the Viewports
        9. 1.4.9. Getting to Know the Command Panel
        10. 1.4.10. Understanding 3ds Max's Tools
          1. 1.4.10.1. Getting to Know Scrolling Panels and Rollouts
          2. 1.4.10.2. Creating Objects and Setting Their Parameters
      5. 1.5. Working with Objects
        1. 1.5.1. Selecting and Moving Objects
        2. 1.5.2. Rotating and Scaling Objects
        3. 1.5.3. Copying an Object
        4. 1.5.4. Selecting Multiple Objects
        5. 1.5.5. Naming Selection Sets
        6. 1.5.6. Editing Named Selection Sets
      6. 1.6. Getting the View You Want
        1. 1.6.1. Understanding the Perspective Viewing Tools
          1. 1.6.1.1. Panning and Zooming Your View
          2. 1.6.1.2. Saving a View You Like
          3. 1.6.1.3. Changing Your Viewing Angle
          4. 1.6.1.4. Using the ViewCube
        2. 1.6.2. Using Multiple Viewports
        3. 1.6.3. Changing the Viewport Display and Configuration
      7. 1.7. Working with the Custom UI and Defaults Switcher
      8. 1.8. 3ds Max Design 2011 Quick-Start
      9. 1.9. The Bottom Line
    7. 2. Introducing 3ds Max Objects
      1. 2.1. Understanding Standard Primitives
        1. 2.1.1. Adjusting an Object's Parameters
        2. 2.1.2. Accessing Parameters
        3. 2.1.3. Introducing the Standard Primitive Objects
      2. 2.2. Modeling Standard Primitives with Modifiers
        1. 2.2.1. Adding a Modifier
        2. 2.2.2. Accessing Modifier Parameters
        3. 2.2.3. Placing Modifiers Where You Want Them
        4. 2.2.4. Using the Modifier Stack Tools
      3. 2.3. How 3ds Max Sees Objects
      4. 2.4. Making Clones That Share Properties
        1. 2.4.1. Creating an Instance Clone
        2. 2.4.2. Creating a Reference Clone
        3. 2.4.3. Scaling and Rotating Objects with Transform Tools
        4. 2.4.4. Making a Clone Unique
        5. 2.4.5. Cloning a Modifier
      5. 2.5. Introducing Extended Primitives
        1. 2.5.1. Modeling a Couch
      6. 2.6. Working with Groups
        1. 2.6.1. Grouping the Components of the Couch
        2. 2.6.2. Working within Groups
        3. 2.6.3. Disassembling Groups
      7. 2.7. The Bottom Line
    8. 3. Creating Shapes with Splines
      1. 3.1. Drawing with Splines
        1. 3.1.1. Drawing Straight-Line Segments
        2. 3.1.2. Constraining Lines Vertically and Horizontally
        3. 3.1.3. Drawing Curves
        4. 3.1.4. Lathing a Spline
      2. 3.2. Modifying a Shape Using Sub-object Levels
        1. 3.2.1. Adjusting the Lathe Axis
        2. 3.2.2. Flipping Surface Normals
        3. 3.2.3. Smoothing Spline Corners
        4. 3.2.4. Adjusting Tangent Handles
        5. 3.2.5. Creating Thickness with a Spline
        6. 3.2.6. Detailing the Wineglass Base
        7. 3.2.7. Finishing the Wineglass
      3. 3.3. Outlining and Extruding Splines
        1. 3.3.1. Drawing Accurate Splines
        2. 3.3.2. Giving Walls Thickness
        3. 3.3.3. Using Grids and Snaps to Align Objects Accurately
        4. 3.3.4. Adjusting a Wall Location
      4. 3.4. Combining and Extruding Primitive Splines
        1. 3.4.1. Combining Splines
      5. 3.5. Joining Closed Splines with Boolean Tools
      6. 3.6. Creating a Solid Form with Splines
      7. 3.7. Introducing the Other Spline Types
      8. 3.8. Editing Splines
      9. 3.9. Placing and Beveling Text
      10. 3.10. The Bottom Line
    9. 4. Editing Meshes and Creating Complex Objects
      1. 4.1. Creating Openings in a Wall with Boolean Operations
        1. 4.1.1. Hiding Shapes That Get in the Way
        2. 4.1.2. Creating the Shape of the Opening
        3. 4.1.3. Subtracting the Opening from the Wall
        4. 4.1.4. Creating Multiple Openings in a Single Wall
        5. 4.1.5. Making Changes to the Opening
      2. 4.2. Tracing a Sketch
        1. 4.2.1. Using a Bitmap Image
        2. 4.2.2. Scaling the Image Plane to the Model's Size
        3. 4.2.3. Tracing the Image
        4. 4.2.4. Building Objects from Traced Lines
          1. 4.2.4.1. Creating the Void Outline
          2. 4.2.4.2. Forming the Wall Void
          3. 4.2.4.3. Adding a Skew to the Void Object
          4. 4.2.4.4. Aligning the Skew Modifier to the Object
          5. 4.2.4.5. Locking Object Transforms
          6. 4.2.4.6. Using See-Through Mode
      3. 4.3. Editing Meshes
        1. 4.3.1. Creating a Tapered Wall
        2. 4.3.2. Converting the Spline to a Mesh
          1. 4.3.2.1. Editing the Edge of a Mesh
        3. 4.3.3. Moving a Single Mesh Vertex
          1. 4.3.3.1. Flattening a Surface
        4. 4.3.4. Tapering the Top of the Wall
      4. 4.4. Using Instanced Clones to Create Symmetrical Forms
        1. 4.4.1. Adding a User Grid to Aid Tracing
        2. 4.4.2. Building the Tower Walls
        3. 4.4.3. Adding the Vaulted Ceiling
        4. 4.4.4. Creating the Smaller Towers
        5. 4.4.5. Drawing the Remaining Walls
      5. 4.5. Attaching Objects to a Mesh
      6. 4.6. Smoothing Meshes
        1. 4.6.1. Smoothing within a Mesh
        2. 4.6.2. The Smooth Modifier
      7. 4.7. Creating and Modifying Objects Using Box Modeling
        1. 4.7.1. Preparing a Box for Box Modeling
          1. 4.7.1.1. Connecting the Edges
          2. 4.7.1.2. Extruding Polys
          3. 4.7.1.3. Beveling Polys
          4. 4.7.1.4. Shaping the Walls with Soft Selection
        2. 4.7.2. Using the Transform Toolbox
      8. 4.8. Creating Clones with Array and Snapshot
        1. 4.8.1. Creating a Pew Grid with Array
        2. 4.8.2. Creating a Multitransform Polar Array
        3. 4.8.3. Creating Multiple Clones Using Snapshot
      9. 4.9. The Bottom Line
    10. 5. Working with External Design Data
      1. 5.1. Creating Topography with Splines
        1. 5.1.1. Updating Changes from an AutoCAD File
        2. 5.1.2. Exploring Terrain Options
          1. 5.1.2.1. The Pick Operand Rollout
          2. 5.1.2.2. The Parameters Rollout
          3. 5.1.2.3. The Simplification Rollout
          4. 5.1.2.4. The Color by Elevation Rollout
      2. 5.2. Setting Up an AutoCAD Plan for 3ds Max
      3. 5.3. Importing AutoCAD Plans into 3ds Max Design
        1. 5.3.1. Extruding the Walls
        2. 5.3.2. Extruding Exterior Wall Headers
        3. 5.3.3. Extruding the Mullions
        4. 5.3.4. Creating Interior Wall Headers
        5. 5.3.5. Adding Glass
        6. 5.3.6. Creating a Floor with Openings
          1. 5.3.6.1. Importing the Second Floor
      4. 5.4. Exploring the File Link Manager
        1. 5.4.1. Editing Linked AutoCAD Files
        2. 5.4.2. Understanding the Block Node Hierarchy
        3. 5.4.3. Understanding the File Link Manager Options
          1. 5.4.3.1. The Attach Tab
          2. 5.4.3.2. The Files Tab
          3. 5.4.3.3. The Presets Tab
        4. 5.4.4. Understanding File Link Settings
          1. 5.4.4.1. The Basic Tab
          2. 5.4.4.2. The Advanced Tab
      5. 5.5. Autodesk Products Throughout the Production Pipeline
        1. 5.5.1. The Spline Rendering Tab
        2. 5.5.2. Using the Substitute Modifier with Linked Geometry
      6. 5.6. Importing a Truss
      7. 5.7. Importing Revit Files into 3ds Max
        1. 5.7.1. Export the Revit File
        2. 5.7.2. Link the Exported FBX File in 3ds Max
        3. 5.7.3. Using the Scene Explorer
      8. 5.8. The Bottom Line
    11. 6. Creating AEC Objects
      1. 6.1. Creating a Parametric Wall
        1. 6.1.1. Creating and Adjusting a Parametric Wall
        2. 6.1.2. Adjusting the Wall's Parameters
      2. 6.2. Adding Doors and Windows to Walls
        1. 6.2.1. Changing the Door's Parameters
        2. 6.2.2. Adding Doors to Existing Openings
        3. 6.2.3. Creating a Parametric Window
      3. 6.3. Changing Elevations with Stairs
      4. 6.4. Setting Boundaries with Railings
      5. 6.5. Adding Foliage to a Scene
      6. 6.6. The Bottom Line
    12. 7. Organizing and Editing Objects
      1. 7.1. Naming Objects
        1. 7.1.1. Renaming the Ceiling Fixtures
      2. 7.2. Organizing Objects by Layers
        1. 7.2.1. Setting Up Layers
        2. 7.2.2. Assigning Objects to Layers
        3. 7.2.3. Assigning Color to Layers
        4. 7.2.4. Understanding the Icons in the Layer Dialog Box
      3. 7.3. Lofting an Object
        1. 7.3.1. Setting Up the Shapes to Form the Pedestal
        2. 7.3.2. Lofting a Shape Along a Path
        3. 7.3.3. Using Different Shapes Along the Loft Path
          1. 7.3.3.1. Holding One Cross Section
          2. 7.3.3.2. Completing the Loft Cross Sections
        4. 7.3.4. Fine-Tuning a Loft Object
          1. 7.3.4.1. Using Loft Deformations
          2. 7.3.4.2. Adjusting the Density of the Loft
        5. 7.3.5. Using the Instance Clones to Edit the Loft
      4. 7.4. Using the Noise Modifier
        1. 7.4.1. Modeling with Soft Selection
          1. 7.4.1.1. Completing the Planter with the Symmetry Modifier
      5. 7.5. Extruding with the Sweep Modifier
      6. 7.6. Aligning Objects
      7. 7.7. The Bottom Line
    13. 8. Light and Shadow
      1. 8.1. Lighting Your Model
        1. 8.1.1. Understanding the Types of Lights
        2. 8.1.2. Adding a Spotlight to Simulate the Sun
        3. 8.1.3. Moving a Light
        4. 8.1.4. Editing a Spotlight
        5. 8.1.5. Changing the Light Type
      2. 8.2. Rendering a View
      3. 8.3. Ambient Light
        1. 8.3.1. Faking Radiosity
        2. 8.3.2. Adding a Highlight with an Omni Light
        3. 8.3.3. Looking at Omni Light Options
      4. 8.4. Adding Shadow Effects
        1. 8.4.1. Softening Shadow Edges
        2. 8.4.2. Understanding Shadow Maps
        3. 8.4.3. Using Ray-Traced Shadows
        4. 8.4.4. Using Advanced Ray Traced and Area Shadows
          1. 8.4.4.1. Blurring Shadow Edges
          2. 8.4.4.2. Controlling Shadow Sharpness Over Distance
      5. 8.5. Playing in the Shadows
        1. 8.5.1. Using Two Suns
        2. 8.5.2. Adding a Second Sun
        3. 8.5.3. Using Unseen Objects to Cast Shadows
        4. 8.5.4. Using a Clone to Cast Shadows
      6. 8.6. Using the Light Lister
      7. 8.7. Using Scene States
      8. 8.8. The Bottom Line
    14. 9. Enhancing Models with Materials
      1. 9.1. Understanding Bitmap Texture Maps
        1. 9.1.1. Diffuse Color Maps
          1. 9.1.1.1. Diffuse Maps
          2. 9.1.1.2. Specular Color Maps
          3. 9.1.1.3. Specular Level Maps
          4. 9.1.1.4. Glossiness/Shininess Maps
          5. 9.1.1.5. Self-Illumination/Luminance Maps
          6. 9.1.1.6. Filter Color Maps
          7. 9.1.1.7. Opacity/Transparency Maps
          8. 9.1.1.8. Bump Maps
          9. 9.1.1.9. Reflection Maps
          10. 9.1.1.10. Refraction Maps
          11. 9.1.1.11. Displacement Maps
        2. 9.1.2. Surface Properties
        3. 9.1.3. The Physical Qualities Rollout
        4. 9.1.4. The Special Effects Rollout
      2. 9.2. Adding Materials to Objects
        1. 9.2.1. Adding a Map Path to Help 3ds Max Find Bitmaps
      3. 9.3. Understanding Material Libraries
      4. 9.4. Editing Materials
        1. 9.4.1. Using Bump Maps
        2. 9.4.2. Creating a New Material
        3. 9.4.3. Adding Material Mapping Coordinates
      5. 9.5. Understanding Mapping Coordinates
        1. 9.5.1. What Happens When You Add the Mapping Coordinates
        2. 9.5.2. Adjusting the UVW Mapping Gizmo
          1. 9.5.2.1. Controlling the Tiling Effect
          2. 9.5.2.2. Understanding the Different Types of Mapping
      6. 9.6. Using the Standard Material
      7. 9.7. Map Scalar Modifiers
        1. 9.7.1. Spline Mapping
      8. 9.8. Adding Entourage
        1. 9.8.1. Hiding Unwanted Surfaces with Opacity Maps
        2. 9.8.2. Adjusting an Object to a Bitmap Shape
      9. 9.9. Assigning Materials to Parts of an Object
        1. 9.9.1. Creating a Multi/Sub-Object Material
        2. 9.9.2. Applying a Sub-material to an Object's Surface
      10. 9.10. Exploring the Autodesk Materials
        1. 9.10.1. Adjust the Autodesk Material Parameters
        2. 9.10.2. Using the Material Explorer
      11. 9.11. The Material Utilities
      12. 9.12. Modeling with Displacement Maps
        1. 9.12.1. Using the Displace Modifier
        2. 9.12.2. Using the Material Editor to Create Displaced Geometry
        3. 9.12.3. Converting a Displacement Map into an Editable Mesh
        4. 9.12.4. Creating an Editable Mesh from a Displacement Map
      13. 9.13. Additional Mapping and Material Features
      14. 9.14. The Bottom Line
    15. 10. Using the 3ds Max Camera
      1. 10.1. Understanding the 3ds Max Camera
        1. 10.1.1. Adding a Camera
          1. 10.1.1.1. Adjusting the Camera Location
          2. 10.1.1.2. Adjusting the Target
        2. 10.1.2. 3ds Max Viewport Improvements
        3. 10.1.3. Editing the Camera Location with the Viewport Tools
          1. 10.1.3.1. Using the Dolly Camera and Field-of-View Tools
          2. 10.1.3.2. Trucking Your Camera View
          3. 10.1.3.3. Walking through Your Scene
          4. 10.1.3.4. Rotating the Camera
      2. 10.2. Setting Up an Interior View
      3. 10.3. Creating an Environment
        1. 10.3.1. Making Adjustments to the Background
      4. 10.4. Immersive Environments for Animation
        1. 10.4.1. Creating a Believable Background
        2. 10.4.2. Using a Texture Map and Hemisphere for the Sky
      5. 10.5. Using Render Types
      6. 10.6. Render Elements for Compositing
      7. 10.7. Matching Your Scene to a Background Image
        1. 10.7.1. Setting Up the Model and the Image
        2. 10.7.2. Adding the Background Image
        3. 10.7.3. Adding the Camera Match Points
        4. 10.7.4. Aligning the Camera Match Points to the Background Image
        5. 10.7.5. Fine-Tuning a Camera-Matched View
        6. 10.7.6. Matching the Design Image Quality to the Background
        7. 10.7.7. Standard Cinematic Terminology
      8. 10.8. The Bottom Line
    16. 11. Organizing Objects and Scene Management
      1. 11.1. Gaining Access to Materials and Objects from Other Files
      2. 11.2. Arranging Furniture with XRefs and the Asset Browser
      3. 11.3. Replacing Objects with Objects from an External File
        1. 11.3.1. Substituting Objects for Faster Viewport Performance
        2. 11.3.2. Importing Files with the Asset Browser
      4. 11.4. Arranging Furniture with XRef Scenes
      5. 11.5. Using the Rendered Frame Window
        1. 11.5.1. Printing Images
        2. 11.5.2. Opening Multiple RFWs for Comparisons
        3. 11.5.3. Zooming, Panning, and Controlling Channels in the RFW
        4. 11.5.4. Obtaining Colors from External Bitmap Files
      6. 11.6. Using the Asset Browser on the Internet
      7. 11.7. Tracking and Locating a Scene's Assets
      8. 11.8. Creating Panoramas
      9. 11.9. Publishing a DWF File
      10. 11.10. The Bottom Line
    17. 12. Understanding Animation
      1. 12.1. Understanding the World of Video Time
      2. 12.2. Creating a Quick-Study Animation
        1. 12.2.1. Adding Camera Motion
        2. 12.2.2. Adjusting the Camera Path
        3. 12.2.3. Viewing the Camera Trajectory
        4. 12.2.4. Controlling the Camera Trajectory Visibility
        5. 12.2.5. Creating a Preview Animation
      3. 12.3. Understanding Keyframes
      4. 12.4. Increasing the Number of Frames in an Animation Segment
      5. 12.5. Accelerating and Decelerating the Camera Motion Smoothly
      6. 12.6. Editing Keyframes
      7. 12.7. Adding More Frames for Additional Camera Motion
        1. 12.7.1. Adding Frames to the End of a Segment
        2. 12.7.2. Adjusting the Camera Motion through a Keyframe
        3. 12.7.3. Compressing and Expanding Time
        4. 12.7.4. Adjusting the Camera Trajectory Using the Track View
        5. 12.7.5. Increasing the Number of Frames between Selected Keys
        6. 12.7.6. Speeding Up the Preview Rendering Time
      8. 12.8. Adding Frames to the Beginning of a Segment
      9. 12.9. Other Options for Previewing Your Motion
      10. 12.10. Moving the Camera Target over Time
      11. 12.11. Controlling Lights over Time
      12. 12.12. The Bottom Line
    18. 13. Creating Animations
      1. 13.1. Rendering the Animation
        1. 13.1.1. Creating a Study Animation
        2. 13.1.2. Creating a Quick Overall Study Animation
        3. 13.1.3. Adding a Moving Car
      2. 13.2. Automating Output of Multiple Still Images
        1. 13.2.1. Setting Up a Camera for Elevations
        2. 13.2.2. Setting Up the Four Elevations
      3. 13.3. Rendering a Shadow Study
        1. 13.3.1. Adjusting for True North
        2. 13.3.2. Changing from IES Sun to a Standard Light
      4. 13.4. Creating a Walkthrough
        1. 13.4.1. Fine-Tuning the Camera's Orientation
        2. 13.4.2. Adjusting the Camera's Timing
        3. 13.4.3. Adjusting the Path
      5. 13.5. The Animation File Output Options
        1. 13.5.1. True Color vs. 256 Colors
        2. 13.5.2. File Naming in Animations
        3. 13.5.3. Choosing an Image Size
        4. 13.5.4. The AVI Codecs
      6. 13.6. Using reactor to Animate Objects
        1. 13.6.1. Assigning Properties to Simulation Objects
        2. 13.6.2. Assigning Simulation Objects to a Collection
        3. 13.6.3. Setting Up and Running the Simulation
        4. 13.6.4. Refining the Settings
      7. 13.7. Using Particle Systems
        1. 13.7.1. Creating the Initial Flow
        2. 13.7.2. Adding and Editing the Operators
        3. 13.7.3. Adding Materials and Space Warps
        4. 13.7.4. Adding Deflectors
      8. 13.8. The Bottom Line
    19. 14. Advanced Rendering Using mental ray
      1. 14.1. Understanding mental ray
        1. 14.1.1. Setting Up mental ray
          1. 14.1.1.1. Verifying Your Preference Settings
          2. 14.1.1.2. Assigning the Renderer
        2. 14.1.2. The Material Editor and mental ray
          1. 14.1.2.1. Using 3ds Max Materials with mental ray
      2. 14.2. Using Photon Maps
        1. 14.2.1. Testing the Photon Map Effects
      3. 14.3. Final Gathering
        1. 14.3.1. Reviewing the Basic mental ray Workflow
      4. 14.4. Contour Renderings
      5. 14.5. Using the mr MultiMap Material
      6. 14.6. Skylight Global Illumination
        1. 14.6.1. Image-Based Lighting and Skylight
      7. 14.7. Using High Dynamic Range Images
      8. 14.8. Using mr Proxy Objects
      9. 14.9. Using IES Files
      10. 14.10. Using Lighting Analysis
      11. 14.11. The Bottom Line
    20. 15. Finishing It Off: Atmosphere, Effects, and Compositing
      1. 15.1. Adding Atmospheric Effects
        1. 15.1.1. Creating a Volume Light
        2. 15.1.2. Adjusting the Volume Light Parameters
        3. 15.1.3. Adding Fog
          1. 15.1.3.1. Adding the Fog Atmospheric Effect
          2. 15.1.3.2. Assigning Patches of Opacity
          3. 15.1.3.3. Helping Your Fog Interact with the Horizon
        4. 15.1.4. Adding a Fire Effect
          1. 15.1.4.1. Adding a Light to the Scene
          2. 15.1.4.2. Animating the Scene
      2. 15.2. Using Hair and Fur to Add Grass
        1. 15.2.1. Adjusting the Hair and Fur Parameters
        2. 15.2.2. Refining the Ground with the Hair and Fur Parameters
      3. 15.3. Using Glare
        1. 15.3.1. Assigning the Glare Output Shader
        2. 15.3.2. Using Depth of Field
      4. 15.4. Creating Stereoscopic Renders in 3ds Max
      5. 15.5. Using Autodesk Composite 2011
      6. 15.6. The Bottom Line
    21. I. Appendices
      1. A. The Bottom Line
        1. A.1. Getting to Know 3ds Max Design 2011
        2. A.2. Introducing 3ds Max Objects
        3. A.3. Creating Shapes with Splines
        4. A.4. Editing Meshes and Creating Complex Objects
        5. A.5. Working with External Design Data
        6. A.6. Creating AEC Objects
        7. A.7. Organizing and Editing Objects
        8. A.8. Light and Shadow
        9. A.9. Enhancing Models with Materials
        10. A.10. Using the 3ds Max Camera
        11. A.11. Organizing Objects and Scene Management
        12. A.12. Understanding Animation
        13. A.13. Creating Animations
        14. A.14. Advanced Rendering Using mental ray
        15. A.15. Finishing It Off: Atmosphere, Effects, and Compositing
      2. B. Modifiers, Maps, and Materials
        1. B.1. Modifiers
          1. B.1.1. Selection Modifiers
            1. B.1.1.1. Mesh Select
            2. B.1.1.2. Patch Select
            3. B.1.1.3. SplineSelect
            4. B.1.1.4. Poly Select
            5. B.1.1.5. Vol. Select
            6. B.1.1.6. NSurf Sel
          2. B.1.2. World-Space Modifiers
            1. B.1.2.1. Camera Map (WSM)
            2. B.1.2.2. Displace Mesh (WSM)
            3. B.1.2.3. Displace NURBS (WSM)
            4. B.1.2.4. Hair and Fur (WSM)
            5. B.1.2.5. LS Colors (WSM)
            6. B.1.2.6. MapScaler (WSM)
            7. B.1.2.7. PatchDeform (WSM)
            8. B.1.2.8. PathDeform (WSM)
            9. B.1.2.9. Subdivide (WSM)
            10. B.1.2.10. Surface Mapper (WSM)
            11. B.1.2.11. SurfDeform (WSM)
          3. B.1.3. Object-Space Modifiers
            1. B.1.3.1. Affect Region
            2. B.1.3.2. Automatic Flatten UVs
            3. B.1.3.3. Bend
            4. B.1.3.4. Bevel
            5. B.1.3.5. Bevel Profile
            6. B.1.3.6. Camera Correction Modifier
            7. B.1.3.7. Camera Map (OSM)
            8. B.1.3.8. Cap Holes
            9. B.1.3.9. Cloth
            10. B.1.3.10. CrossSection
            11. B.1.3.11. DeleteMesh
            12. B.1.3.12. DeletePatch
            13. B.1.3.13. DeleteSpline
            14. B.1.3.14. Disp Approx
            15. B.1.3.15. Displace
            16. B.1.3.16. Edit Mesh
            17. B.1.3.17. Edit Patch
            18. B.1.3.18. Edit Poly
            19. B.1.3.19. Edit Spline
            20. B.1.3.20. Extrude
            21. B.1.3.21. Face Extrude
            22. B.1.3.22. FFD (2 × 2 × 2, 3 × 3 × 3, 4 × 4 × 4)
            23. B.1.3.23. FFD (Box)
            24. B.1.3.24. FFD (Cyl)
            25. B.1.3.25. Fillet/Chamfer
            26. B.1.3.26. Garment Maker
            27. B.1.3.27. HSDS
            28. B.1.3.28. Lathe
            29. B.1.3.29. Lattice
            30. B.1.3.30. LS Mesh
            31. B.1.3.31. MapScaler
            32. B.1.3.32. Material
            33. B.1.3.33. MaterialByElement
            34. B.1.3.34. Melt
            35. B.1.3.35. MeshSmooth
            36. B.1.3.36. Mirror
            37. B.1.3.37. MultiRes
            38. B.1.3.38. Noise
            39. B.1.3.39. Normal
            40. B.1.3.40. Normalize Spline
            41. B.1.3.41. Optimize
            42. B.1.3.42. PatchDeform
            43. B.1.3.43. PathDeform
            44. B.1.3.44. Preserve
            45. B.1.3.45. ProOptimizer
            46. B.1.3.46. Push
            47. B.1.3.47. Quadrify Mesh
            48. B.1.3.48. Relax
            49. B.1.3.49. Renderable Spline
            50. B.1.3.50. Ripple
            51. B.1.3.51. Shell
            52. B.1.3.52. Skew
            53. B.1.3.53. Slice
            54. B.1.3.54. Smooth
            55. B.1.3.55. Spherify
            56. B.1.3.56. Squeeze
            57. B.1.3.57. STL Check
            58. B.1.3.58. Stretch
            59. B.1.3.59. Subdivide
            60. B.1.3.60. Substitute
            61. B.1.3.61. Surface
            62. B.1.3.62. SurfDeform
            63. B.1.3.63. Sweep
            64. B.1.3.64. Symmetry
            65. B.1.3.65. Taper
            66. B.1.3.66. Tessellate
            67. B.1.3.67. Trim/Extend
            68. B.1.3.68. TurboSmooth
            69. B.1.3.69. Turn To Modifiers
            70. B.1.3.70. Twist
            71. B.1.3.71. Unwrap UVW
            72. B.1.3.72. UVW Map
            73. B.1.3.73. UVW XForm
            74. B.1.3.74. Wave
            75. B.1.3.75. XForm
        2. B.2. Materials and Maps
          1. B.2.1. The mental ray Materials
            1. B.2.1.1. Arch & Design
            2. B.2.1.2. Autodesk Ceramic
            3. B.2.1.3. Autodesk Concrete
            4. B.2.1.4. Autodesk Generic
            5. B.2.1.5. Autodesk Glazing
            6. B.2.1.6. Autodesk Hardwood
            7. B.2.1.7. Autodesk Masonry CMU
            8. B.2.1.8. Autodesk Metal
            9. B.2.1.9. Autodesk Metallic Paint
            10. B.2.1.10. Autodesk Mirror
            11. B.2.1.11. Autodesk Plastic/Vinyl
            12. B.2.1.12. Autodesk Solid Glass
            13. B.2.1.13. Autodesk Stone
            14. B.2.1.14. Autodesk WallPaint
            15. B.2.1.15. Autodesk Water
            16. B.2.1.16. Car Paint
            17. B.2.1.17. Matte/Shadow/Reflection
            18. B.2.1.18. mental ray
            19. B.2.1.19. Subsurface Scattering Fast Material, Subsurface Scattering Fast Skin, Subsurface Scattering Fast Skin+Displacement, and Subsurface Scattering Physical
          2. B.2.2. mental ray Shader Map Types
            1. B.2.2.1. Ambient/Reflective Occlusion
            2. B.2.2.2. Car Paint
            3. B.2.2.3. Color Override/Ray Type Switcher
            4. B.2.2.4. Edge
            5. B.2.2.5. Environment Blur
            6. B.2.2.6. Environment Probe/Chrome Ball
            7. B.2.2.7. Environment Probe/Gray Ball
            8. B.2.2.8. Environment/Background Camera Map
            9. B.2.2.9. Environment/Background Switcher
            10. B.2.2.10. Facade
            11. B.2.2.11. Gamma & Gain
            12. B.2.2.12. Glow
            13. B.2.2.13. Kelvin Temperature Color
            14. B.2.2.14. Landscape
            15. B.2.2.15. Material to Shader
            16. B.2.2.16. Metal
            17. B.2.2.17. mr Labeled Element
            18. B.2.2.18. mr Physical Sky
            19. B.2.2.19. Multi/Sub-Map
            20. B.2.2.20. Object Color
            21. B.2.2.21. Ocean
            22. B.2.2.22. RPC_texture
            23. B.2.2.23. Shader List (Texture)
            24. B.2.2.24. Stain
            25. B.2.2.25. Subsurface Scattering Physical
            26. B.2.2.26. Translucency
            27. B.2.2.27. Transmat
            28. B.2.2.28. Water Surface
            29. B.2.2.29. Wet/Dry Mixer
          3. B.2.3. Materials (Blue Spheres)
            1. B.2.3.1. None
            2. B.2.3.2. Advanced Lighting Override
            3. B.2.3.3. Architectural
            4. B.2.3.4. Blend
            5. B.2.3.5. Composite
            6. B.2.3.6. DirectX Shader
            7. B.2.3.7. Double Sided
            8. B.2.3.8. Ink 'n Paint
            9. B.2.3.9. Matte/Shadow
            10. B.2.3.10. Multi/Sub-Object
            11. B.2.3.11. Raytrace
            12. B.2.3.12. Shell Material
            13. B.2.3.13. Shellac
            14. B.2.3.14. Standard
            15. B.2.3.15. Top/Bottom
            16. B.2.3.16. XRef Material
          4. B.2.4. Maps (Green Parallelogram)
            1. B.2.4.1. None
            2. B.2.4.2. Bionatics Normal Map
            3. B.2.4.3. Bitmap
            4. B.2.4.4. BnxNormalMapTex
            5. B.2.4.5. Camera Map per Pixel
            6. B.2.4.6. Cellular
            7. B.2.4.7. Checker
            8. B.2.4.8. Color Correction
            9. B.2.4.9. Combustion
            10. B.2.4.10. Composite
            11. B.2.4.11. Dent
            12. B.2.4.12. Falloff
            13. B.2.4.13. Flat Mirror
            14. B.2.4.14. Gradient
            15. B.2.4.15. Gradient Ramp
            16. B.2.4.16. Marble
            17. B.2.4.17. Mask
            18. B.2.4.18. Mix
            19. B.2.4.19. Noise
            20. B.2.4.20. Normal Bump
            21. B.2.4.21. Output
            22. B.2.4.22. Particle Age
            23. B.2.4.23. Particle MBlur
            24. B.2.4.24. Perlin Marble
            25. B.2.4.25. Raytrace
            26. B.2.4.26. Reflect/Refract
            27. B.2.4.27. RGB Multiply
            28. B.2.4.28. RGB Tint
            29. B.2.4.29. Smoke
            30. B.2.4.30. Speckle
            31. B.2.4.31. Splat
            32. B.2.4.32. Stucco
            33. B.2.4.33. Swirl
            34. B.2.4.34. Thin Wall Refraction
            35. B.2.4.35. Tiles
            36. B.2.4.36. Vertex Color
            37. B.2.4.37. Waves
            38. B.2.4.38. Wood
      3. C. Inverse Kinematics and MAXScript
        1. C.1. Assembling an Articulated Luminaire
          1. C.1.1. Transforming Pivot Points
          2. C.1.2. Aligning the Light Source with the Fixture
          3. C.1.3. Using Schematic View
            1. C.1.3.1. Forward Kinematics
            2. C.1.3.2. Inverse Kinematics
            3. C.1.3.3. IK Solvers
            4. C.1.3.4. Joint Constraints
            5. C.1.3.5. Testing IK Joint Constraints
            6. C.1.3.6. Using the HD Solver
            7. C.1.3.7. Binding the End Effector to Its Parent
            8. C.1.3.8. Testing the Articulated Chain
            9. C.1.3.9. Assembling the Luminaire
            10. C.1.3.10. Wiring Parameters
        2. C.2. 3ds Max Scripting with MAXScript
          1. C.2.1. Understanding MAXScript
            1. C.2.1.1. Using MAXScript
      4. D. The Autodesk 3ds Max Design 2011 Certification Exams
        1. D.1. 3ds Max Design 2011 Exam Preparation Road Map
          1. D.1.1. Assessment Tests
          2. D.1.2. ATC© Instructor-Led Courses
          3. D.1.3. Recommended Experience Levels for 3ds Max Design 2011 Certification Exams
          4. D.1.4. Certification Study Icon
          5. D.1.5. Exam Objectives

    Product information

    • Title: Mastering Autodesk® 3ds Max® Design 2011: Autodesk Offical Training Guide
    • Author(s): Mark Gerhard, Jeffrey M. Harper
    • Release date: August 2010
    • Publisher(s): Sybex
    • ISBN: 9780470882627