Friday, December 27, 2019

3ds Max Defining per-view settings and preferences

3ds Max 2020 Defining per-view settings preferences

3ds Max Defining per-view settings and preferences They would not share the same settings, they would just now start off with all having the same settings. But I'm gonna choose to not apply to all views, and only apply to the current perspective view port. Click okay, and now up here it says user defined, and I can switch between high quality and user defined. The settings of other view port panels will be independent of this one. So I could, for example, load the same camera into multiple views. And visualize my scene in different ways in each view port. That's a basic rundown of the per view ports settings and preferences.

3ds Max Choosing shading modes in viewports

3ds Max Choosing shading modes in viewports

3ds Max Choosing shading modes in viewports Go up to the third menu, now labeled "High Quality", and in the Materials section, we could choose Shaded Materials with Maps. And now we see there is a texture on the ground plane here. Our mode has switched over to a user-defined preset. And because of that little quirk, we're not seeing the full quality of this texture. We can just go back into that menu and re-assume High Quality mode. Now we're getting better rendering of the procedural texture I've got on the ground plane. That's a quick overview of the new menu structure for each viewport panel.

3ds Max 2020 Scaling the interface

3ds Max 2020 Scaling the interface

3ds Max 2020 Scaling the interface To get more control, you can access the advanced display settings. Within this page, scroll down once again. Click "Advanced sizing of text and other items". Inside this display page, click on "set a custom scaling level". And here you can choose an option. Once again you'll need to click OK and then apply the changes. Sign out of Windows and sign back in again to see your changes. That's how we can scale the Windows interface for an ultra-high-definition monitor screen.

3ds Max Appreciating the new UI

3ds Max 2020 Appreciating the new UI 

3ds Max Appreciating the new UI I don't really need this view port layout tab. I'll right-click on an empty spot of the main toolbar. And then from that pop-up menu choose to disable the view port layout tabs. I don't really use the view cube. I'd like to disable that.

3ds max 2020 Beginner tutorials

3ds max 2020 tutorials for beginners to Advanced

3ds max 2020 Beginner tutorials to If you see one labeled finished example that's just what it means. It's an example that I created to show you what the tutorial should look like when it's done. If there isn't a finished example, then the next movie in the sequence is the end state. So in other words, the end state for 0308 layer is the begin state for 0309 desk. Okay, so that's how the sequencing works here. And additionally, there's another folder inside scenes. And these are Xrefs, or external references, and these are here to save disk space.

3ds Max Materials and Mapping Editing UVs with Unwrap UVW brushes

3ds Max Materials Editing UVs : Unwrap UVW brushes

3ds Max Materials and Mapping Editing UVs with Unwrap UVW brushes Click on UV Paint Movement. And move the cursor in the view. And you will see that you've got two circles surrounding that cursor. Those are two radii. The Strength radius and the Falloff radius. It's easiest just to control those from the keyboard shortcuts. Hold down Ctrl and drag up and down to increase the Falloff. Hold down Shift and drag to increase and decrease the Strength. Strength is not really strength

3ds Max Rendering Daylighting with ART Sun Positioner

3ds Max Rendering Daylighting with ART Sun Positioner


3ds Max Rendering Daylighting with ART Sun Positioner 3ds Max Rendering Daylighting with ART Sun Positioner so set that to whatever is convenient. Click again to complete that sun positioner object, and then right-click to exit the tool. Let's go over to the physical camera I've prepared, and switch it into high quality display mode. Click on the label that says standard, and then choose high quality. These scenes are loaded into other scenes at the top level here. The Xrefs are referenced, or linked, into these other scenes so that we don't have massive duplication of data.