Short Notes
Short Notes
Key Mode
Time Configuration
Material editor
The Material Editor provides functions to create and edit materials and maps.
Main toolbar > Material Editor flyout > (Material Editor): Compact
Main toolbar > Material Editor flyout > (Material Editor): Slate
Keyboard > M displays the version of the Material Editor (Compact or Slate) that you last
opened.
Default menu: Rendering menu > Material Editor > Compact Material Editor
Default menu: Rendering menu > Material Editor > Slate Material Editor
Alt menu: Materials menu > Create/Edit Materials > Compact Material Editor
Alt menu: Materials menu > Create/Edit Materials > Slate Material Editor
Materials create greater realism in a scene. A material describes how an object reflects or
transmits light. Material properties work hand-in-hand with light properties; shading or rendering
combine the two, simulating how the object would look in a real-world setting.
You apply materials to individual objects or selection sets; a single scene can contain many
different materials.
Compact Material Editor: If you have used 3ds Max prior to the release of 3ds Max 2011, the
Compact Material Editor is the interface you are familiar with. It is a comparatively small dialog
with quick previews of various materials. If you are assigning materials that have already been
designed, the Compact Material Editor is still a convenient interface.
Slate Material Editor: The Slate Material Editor is a larger dialog in which materials and maps
appear as nodes that you can wire together to create material trees. If you are designing new
materials, the Slate Material Editor is especially powerful, and it includes search tools to help
you manage scenes that have a large number of materials.
Topics in this section
Compact Material Editor
The Compact Material Editor is a material editor interface that uses a smaller dialog than the
Slate Material Editor.
Slate Material Editor
The Slate Material Editor is a material editor interface that uses nodes and wiring to graphically
display the structure of materials while you design and edit them. It is an alternative to the
Compact Material Editor.
Splines and shapes
A shape is an object made up of one or more splines. A spline is a collection of vertices and
connecting segments that form a line or curve. By moving the vertices and adjusting their
settings, you can reshape the line and make portions of it curved or straight. You can use a
shape as the basis for other objects and as a path for animation.
The term spline comes from the name of a thin strip of wood or metal used for drawing curves in
architecture and ship design.
Top: Spline
Shapes don't usually appear in the rendered scene. They're used for the following purposes:
As the foundation for extruded objects, by applying an Extrude modifier to the shape.
As the foundation for a spun object, by applying a Lathe modifier to a shape.
As the components that make up a Loft object, by combining a shape as a path, and one or
more shapes as cross-sections along the path.
As an animation path for an object by assigning a path constraint to the object, and then picking
a shape as the path.
As one method of linkage for inverse kinematic chains.
You can make shapes renderable to create tubular forms in the rendering. Renderable shapes
don't appear any different in viewports.
Shapes can also be NURBS curves. You can use NURBS curves in exactly the way you use
spline-based shapes. You can also use a NURBS curve as the basis for a NURBS model that
includes multiple curve and surface sub-objects.
Cameras
Cameras present a scene from a particular point of view. Camera objects simulate still-image,
motion picture, or video cameras in the real world.
Create panel > (Cameras)
Standard menu: Create menu > Cameras
Enhanced menu: Objects menu > Cameras
With a Camera viewport you can adjust the camera as if you were looking through its lens.
Camera viewports can be useful for editing geometry as well as setting up a scene for
rendering. Multiple cameras can give different views of the same scene.
The Camera Correction modifier lets you correct a camera view to 2-point perspective, in which
vertical lines remain vertical.
If you want to animate the point of view, you can create a camera and animate its position. For
example, you might want to fly over a landscape or walk through a building. You can animate
other camera parameters as well. For example, you can animate the camera's field of view to
give the effect of zooming in on a scene.
The Display panel's Hide By Category rollout has a toggle that lets you turn the display of
camera objects on and off.
A convenient way to control the display of camera objects is to create them on a separate layer.
You can hide them quickly by turning off the layer.
Tip: The Perspective Match utility allows you to start with a background photograph and create
a camera object that has the same point of view. This is useful for site-specific scenes.
There are two kinds of camera objects:
A Target camera views the area around a target object. When you create a target camera, you
see a two-part icon representing the camera and its target (which displays as a small box). The
camera and the camera target can be animated independently, so target cameras are easier to
use when the camera does not move along a path.
A Free camera views the area in the direction the camera is aimed. When you create a free
camera, you see a single icon representing the camera and its field of view. The camera icon
appears the same as a target camera icon, but there is no separate target icon to animate. Free
cameras are easier to use when the camera's position is animated along a path.
You can create cameras from the Create menu Cameras submenu, or by clicking the Cameras
button on the Create panel. You can also create a camera by activating a Perspective viewport,
and then choosing Views menu Create Camera From View.
After you have created a camera, you can change viewports to display the camera's point of
view. While a camera viewport is active, the navigation buttons change to camera navigation
buttons. You use the Modify panel in conjunction with a camera viewport to change the
camera's settings.
Rendering
Rendering shades the scene's geometry using the lighting you've set up, the materials you've
applied, and environment settings, such as background and atmosphere. You use the Render
Setup dialog to render images and animations and save them to files. The rendered output
appears in the Rendered Frame Window, where you can also render and do some setup.
On the Common Parameters rollout, check the Time Output group to make sure the Single
option is chosen.
In the Output Size group, set other rendering parameters or use the defaults.
Click the Render button.
By default, rendered output appears in the Rendered Frame Window.
Tip: To render a view without using the dialog, click main toolbar Render Production or press
F9 (Render Last).
To render an animation:
On the Common Parameters rollout, go to the Time Output group and choose a time range.
In the Output Size group, set other rendering parameters or use the defaults.
In the Render Output group, click Files.
On the Render Output File dialog, specify a location, name, and a type for the animation file,
and then click Save.
Typically, a dialog appears that lets you configure options for the chosen file format. Change
settings or accept the defaults, and then click OK to continue.
Modifiers
Modifiers provide a way for you to sculpt and edit objects. They can change the geometry of an
object, and its properties.
The modifiers you apply to an object are stored in a stack. By navigating up and down the stack,
you can change the effect of the modifier, or remove it from the object. Or you can choose to
“collapse” the stack and make your changes permanent.
Most modifiers allow you to perform operations on the internal structure of an object in object
space. For example, when you apply a modifier such as Twist to a mesh object, the position of
each vertex of the object is changed in object space to produce the twisting effect.
Modifiers can operate at the sub-object level, and are dependent on the internal structure of the
object when the modifier is applied.