Autodesk 3ds Max Design The Designers Ha
Autodesk 3ds Max Design The Designers Ha
Autodesk 3ds Max Design The Designers Ha
Notes from the course Architectural Design using Autodesk® 3ds Max Design
Marcello Ferri, AIA
File Name and Path: E:\Teaching\The Designer Handbook\Autodesk® 3ds Max Design – The Designer's Handbook.odt
1 See in regards to the definition of mesh the documentation of the Finite Elements Theory of Prof. R. L. Taylor that can
be found at the FEAP page on Berkeley University website.
Autodesk® 3ds Max Design – The Designer's Handbook 1 Navigating the 3ds Max Scene page 5
low-poly models in the video-game industry it can be also used as reference for
the production of models used for architectural visualization, particularly for the
production of walk-through animations.
1.2 World and Local Coordinates Systems and Concept of Creation Plane
Definition of the space inside the 3ds Max scene is based on an unmovable
system of coordinate axes XYZ; the three axes define 3 planes commonly used
as Creation Planes for objects. These XYZ axes represent the World System; in
order to locate objects in the space it becomes necessary to define an object's
based Local Reference System, the origin of which is located in the movable 2
Pivot Point of an object which, through its World System coordinates, defines
the location of objects in the scene.
Objects are often created using one of the three World System planes (X-Y, X-Z
& Y-Z) as the Creation Plane or using custom oriented Grids, objects similar to
UCS in Autodesk® AutoCAD and reference planes in Autodesk® Revit (see 2.2).
The object's dimensional parameters are oriented in reference to the Creation
Plane, e. g., the direction of a box dimensions will be initially set as parallel to the
axes of the World Reference System or the Local Reference System of an active
Grid.
A clear understanding of the concept of Creation Plane is fundamental when
manipulating objects in 3D.
2 Transforms can be applied to the Local Reference System using: Hierarchy Panel, Affect Pivot Only.
Autodesk® 3ds Max Design – The Designer's Handbook 1 Navigating the 3ds Max Scene page 6
1.4 Scene Navigation
Navigating the scene in a smooth and efficient way is crucial as it allows
seamless modeling using visual feedback from the model; 3D objects need to be
viewed from different angles, similarly to a sculptor who continuously examines
his work from different points of view while making the desired adjustments. Arc
rotate, Pan, Zoom are the commands available for this purpose and they can be
transparently invoked (during the execution of a command) using the mid mouse
button (MMB) in combination with Shift, Ctrl and Alt keys.
Development of an efficient work flow using navigation shortcuts is key for the
production of architectural models.
Other commands available for scene navigation are: Isolate Tool (Alt-Q) used to
temporarily hide all objects except for the selected ones, Zoom Extents
Selected (Z), Pan Viewport (I) used to center the viewport at the mouse pointer
location and the Walk Tool that simulates walking/flying through the scene.
Using Zoom Selected is also a quick method to re-adjust the mouse wheel zoom
increment as this occasionally uses different values during scene navigation.
Navigation commands can also be used in the work flow to establish camera
locations, see 7.2.
1.5 Viewports
Viewports are used to represent the content of the scene using perspective or
orthogonal views. The viewport's representation can use different techniques
called Visual Styles, the most relevant ones being: wireframe, smooth and
highlights, edged faces, hidden-line and realistic. It is advisable to use edged
faces (F4) as this visual style allows full understanding of topology features and
the geometric complexity of the model. Scene Lights Shadows and other
advanced features and visual effects, e. g., ambient occlusion, can be enabled
for an additional level of realism, of course at the cost of computer performance
which is manifested in terms of viewport refresh rate. Scenes populated with a
large number of objects (or containing objects with a high number of polygons)
tend to become more difficult to navigate. When working with highly detailed
models it is possible to improve the viewport's performance using less resources
demanding visual styles, enabling Adaptive Degradation and turning off the
visibility of the Home Grid (G).
Autodesk® 3ds Max Design – The Designer's Handbook 1 Navigating the 3ds Max Scene page 7
user should be aware that, in some cases, the command is executed using left
click and settings for the specific command are accessed using right click on the
same button. Some buttons, when pressed without releasing will expand into a
number sub-buttons with additional related commands and features.
In the opinion of the author, the use of hotkeys represents the most efficient work
flow. Custom hotkeys, menus and toolbars can be defined using the Customize
User Interface dialog. Quad menus are also a valid alternative method for
executing commands; right clicking on an object in the viewport will bring up an
adaptive list of available commands on the specific selection.
Experienced users usually use a combination of all the above mentioned
methods depending on personal preference and task related convenience.
Expert Mode (Ctrl-X) hides temporarily all toolbars and the command panel
maximizing the screen space for viewports, this mode is useful when the user is
familiar with executing commands with hotkeys, menus and quad menus and can
be used with Grab Active Viewport to maximize the size of viewport
screenshots (or animated sequences) to be exported.
An important element of the user interface, often accessed when manipulating
objects, is the Command Panel, by default located on the right side of the
screen and divided into six sub-panels, it mainly provides tools for creating and
modifying objects, see chapter 4. The Command Panel is subdivided in: Create,
Modify, Hierarchy, Motion, Display and Utilities sub-panels. Explanation of the
use of these panels is discussed in the next chapters.
Autodesk® 3ds Max Design – The Designer's Handbook 1 Navigating the 3ds Max Scene page 8
2 Object Management
Proper management of the model is crucial for data usability and validation of design
intents. This chapter will present objects typically used to create models for architectural
visualization and how scene objects can be organized according to typical AEC standard
production requirements.
Autodesk® 3ds Max Design – The Designer's Handbook 2 Object Management page 9
dynamically set values of the parameters available for the given object. It is a
common procedure to create a roughly sized placeholder object in the viewport,
and then further adjust its parameters using the appropriate numerical fields in
the modify panel, as an alternative, a keyboard entry group is available on the
create panel to precisely set the object's location and parameter values on
creation.
Geometry and Shapes are the types of objects used for modeling. Geometry
objects are volumetric three-dimensional objects while Shapes are lines, often
used in combination with modifiers to create three-dimensional objects. A special
type of object, usually obtained by converting previously created parametric
objects or imported geometry is the Editable Poly. The most relevant difference
between Editable Poly and Parametric Objects is that Polys have no parameters
or recorded object's history therefore any modification to the geometry needs to
be done either applying modifiers or editing at the appropriate sub-object level.
While this aspect might be considered as a limitation, we will see in the next
chapters that this actually represents a key feature for free-form modeling.
An important subcategory of geometry objects is Compound Objects, of which
the most relevant for architectural models are: Boolean/ProBoolean and
Shapemerge Objects.
Boolean is a type of object that allows subtraction, intersection and union of
volumes from the combination of several geometry operands. It is important to
note that the individual operand's parameters remain available after creation of a
boolean object expanding the modifier stack in the modify panel (see 4.1).
ProBoolean is an advanced version of Booleans and it is used for identical
purposes.
Shapemerge Objects are used to project 2D shapes onto 3D surfaces, usually to
split surfaces or cut out shapes (for example a road on a terrain) or simply to
refine the surface subdivision to allow specific sub-object selection. The creation
of a shapemerge object is a resource intensive calculation and therefore it is
advisable, when possible, to simplify both the surface and the projected spline to
avoid potential problems with the subsequent automatic sub-object selection.
The behavior of compound objects is directly dependent on the quality of the
operands, good quality of objects being considered the absence of geometry
errors. These errors can be: double faces, open edges, multiple edges and
isolated faces (see 4.3 in regards to Editable Poly Objects). When working with
compound objects it is advisable to check each operand when the result is not as
expected (holes in the mesh). The STL Check Modifier is used to check if any
errors are present within the object. Another method to test the quality of selected
objects is enabling xView (found under views menu) that displays results inside
Autodesk® 3ds Max Design – The Designer's Handbook 2 Object Management page 10
the viewport. Exporting objects to an OBJ file will also report any incongruity
found in the model.
AEC Design Elements are parametric objects that represent actual construction
components such as windows, doors, walls & stairs. When working with AEC
Design Elements it is important to keep in mind that this category of geometry
objects is designed to work in combination with specific AEC material templates,
see chapter 6.
The Section Object can be found under the shape objects category and it allows
cutting sections through objects generating the corresponding cut spline. The
actual section object simply represents the current location and orientation of the
cutting plane, it is not a Shape object itself but it allows creating section splines
when pressing the appropriate button in the modify panel. The section object can
be used to generate plans and sections from 3ds Max models, the section
splines obtained with this method can then be exported to CAD applications.
Helpers are non-renderable objects that can be considered as the digital
modeler's construction tools. Grids are helper objects that can be created
permanently into the scene and activated to use as custom reference systems for
object creation. Temporary grids, parallel to faces of objects in the scene, are
used on object creation when enabling the Autogrid option.
Autodesk® 3ds Max Design – The Designer's Handbook 2 Object Management page 11
with the Shift key; this way the clones will be equally spaced in the direction of
the move transform, using as interval the specific move transform value applied.
Clones can be created as three different types: Instance, Copy, and Reference.
When using Instances children clones maintain a reference to the parent object
so that modifiers, sub-object edits, modifiers and material assignment
subsequently applied to either the parent or any of the children will propagate to
all children and the parent. Copies are simple Clones that maintain no reference
with any children or parent objects. References can be considered as one-way
Instances in the sense that modifiers applied to the parent will propagate to all
children but modifiers applied to any of the children will not propagate to the
parent or any other children. Note that in regards to objects parameters (e. g., for
a box: length, width, height and number of subdivisions) and material
assignment, References behave exactly as Instances. When needed, Instance
Clones can be converted to Copies using the Make Unique button found in the
Modify Panel right below the Modifier Stack.
In some cases, e. g., when modeling furniture, elements will be represented by
an assembly of several components, Groups can then be used to allow selection
of multiple objects as one entity. Organizing scenes with groups is usually
advisable as it facilitates scene navigation and object selection. Groups can be
opened and closed to access each individual component objects. An alternative
method to using groups is to attach objects using the edit poly modifier (see
chapter 4), this procedure often requires the use of a multi sub-object material
(see chapter 6).
Autodesk® 3ds Max Design – The Designer's Handbook 2 Object Management page 12
3 Object Selection and Transforms
Selection and adjustment of transform values often require a consistent amount of time
during production, this chapter will introduce methods and tools used to expedite this
process while maintaining the level of precision required for AEC models.
Autodesk® 3ds Max Design – The Designer's Handbook 3 Object Selection and Transforms page 13
of construction documents3. Selection by layer is another powerful method of
selection that becomes available to the user when objects in the scene are
organized with layers.
Experienced users will further refine their work flow reducing the time required for
complex selections to a minimum; on large projects time spent purely on objects
selection can be consistent, therefore it is strongly advisable to organize scene
objects using layers and in some cases assigning object names that are
meaningful and in reference to the specific discipline they pertain to, e. g.,
introducing a specification section number as a prefix in the objects names. This
practice has also a positive impact on any subsequent data extraction procedure
when object's parameters and attributes will be associated with object names
therefore allowing additional sorting options when working with exported
spreadsheets.
3 Search on line for the most recent version of the AIA CAD Layer Guidelines in regards to standard layer naming
convention.
Autodesk® 3ds Max Design – The Designer's Handbook 3 Object Selection and Transforms page 14
Snaps (S is the hotkey used to toggle Snaps on and off) are a fundamental
feature when applying transforms using the Gizmo, they act like magnets located
at specific features of objects. The most popular snaps are vertex and midpoint
but others can be enabled via the Grid and Snaps Settings dialog (right click on
the snaps button on the main toolbar). Snaps can be used in three different
modes: 2D ignoring any features not contained in the active grid (default XY
plane of the world system for perspective views), 3D using features at any
location and 2.5D using the projected location of 3D features onto the active grid.
The 2.5D Snap is particularly effective when creating 2D splines using orthogonal
views while tracing splines using snaps on three dimensional objects features.
An Angle Snap is available when using the gizmo for applying rotation
transforms to objects using angle increments. The value of the increment can be
specified in the grid and snaps settings dialog. The rotate transform can be
applied to objects using the pivot point as center of rotation or any other snaps
features when using Selection Center or Transform Coordinate Center, the
user can switch between these modes using the button located on the main
toolbar, the default mode is pivot point center.
When applying move transforms using snaps and axis constraints it is important
to remember that selection is an action recorded in the undo list and can be
reverted simply using the hotkey Ctrl-Z, note also that this does not apply to
changes in the axis constraint selection; to avoid selecting objects in the
background it is sometimes useful to temporarily lock the selection using the
space bar toggle hotkey.
Particularly when working with complex scenes populated by a large number of
objects, the user will need to acquire familiarity with the use of snaps and axis
constraints, with practice using these features, the user will develop an efficient
technique to move objects precisely in the scene.
The Scale, transform can be applied using both the gizmo and the transform
type-in, percentage scale factors can be entered for the three directions of the
local system, non-uniform scale is also possible. To remove all Rotation and
Scale values from selected objects the Reset XForm utility can be used, see
chapter 5. The gizmo's axis constraints feature is available for this type of
transform as well and, apart from the typical use on individual objects, scale can
be applied also at the sub-object level on a selection of vertices with the result of
flattening portions of an object's surface.
Autodesk® 3ds Max Design – The Designer's Handbook 3 Object Selection and Transforms page 15
4 Modeling
When objects are created using primitives or meshes are imported into a scene it is
often necessary to modify, refine or simplify their geometry, fundamental concepts and
tools in regards to these tasks are presented in this chapter.
4.2 2D Splines
Editable Splines can be created either converting any parametric shape object
into a spline or creating Line Objects available in the create panel.
The sub-object levels available with editable splines are: vertex, segment and
spline. When editing splines the modify panel gives access to a number of
editing tools, the most relevant being:
Vertex sub-object level - Vertex Types controls the vertex type, available types
are Corner, Bezier-Corner that both create a point of discontinuity in the spline,
Smooth that defines a non-adjustable continuous curve and Bezier for adjustable
continuous curve using tangent handles. When working with Bezier corners
tangent values can be copied and pasted on other vertices using the Tangent
group inside the modify panel. Other common 2D vector spline editing
commands are available such as Fillet, Chamfer and Weld (used to collapse
multiple vertices into one single vertex using a specified threshold distance).
Refine can be used to create new vertices inside a given spline.
Segment sub-object level – Segment properties such as Line or Curve can be
specified using the upper-left quadrant of the quad menu (note that this works
4.4 Modifiers
Modifiers are applied to objects to modify their geometry or mapping coordinates.
Multiple modifiers can be applied to a single object, the effect of each modifier is
applied in the order of application as indicated in the Modifier Stack, located
inside the modifier panel, used to edit parameters of specific modifiers,
reordering the list, copying and instancing and switching on and off individual
modifiers and converting instanced objects and instanced modifiers to unique
copies (see paragraph 2.3 in regards to clones). Applying a modifier to a
selection of objects automatically creates instanced modifiers.
The adaptive pull down list of modifiers, located immediately above the modifier
stack, provides access to all modifiers available for the selected object. Modifiers
that can not be applied to the selected object will not be included in the list (e. g.,
the extrude modifier will not be available on a selection of geometry objects).
The following modifiers are often used with architectural models:
Extrude is used to extrude shapes with option for capping top and bottom of the
extruded surface, which applies to closed splines, and with control on the number
of segments of the extrusion.
Normal is often used to correct imported meshes unifying the normals of faces
not uniformly oriented towards the exterior of the objects, therefore appearing as
holes in the surface.
Shell is used to apply thickness to geometry objects. It is important to note that in
order to maintain a constant thickness it is necessary to check the option
Straighten Corners.
Bevel is used to apply three levels of extrusion to a shape, with an option to
offset the source shape at each level.
Autodesk® 3ds Max Design – The Designer's Handbook 5 Populating the Scene with Objects page 22
translate objects from and to solid object based modeling programs, e.g.,
Autodesk® Inventor, STL, DEM for digital elevation models, WRL often used
when importing large 3D models generated with GIS software, OBJ files that are
typically used when importing free form curved surface objects from NURBS
oriented modeling software, and FBX used with Autodesk® Revit models. Note
that when using FBX it is possible to export exploded models as obtained in
Autodesk® Revit using section boxes.
It is worth mentioning that when 3ds Max Design models are used for
visualization of massing volumetric entities, e. g., Urban Design models, it is
possible to establish a work flow that links 3ds Max Geometry Objects to
AutoCAD Polylines therefore allowing ramifications enabled by using AutoCAD
Fields, Tables and Formulas. This work flow references the splines used in 3ds
Max for visualization purposes via the File Link Manager to AutoCAD files, where
polylines can be associated to tables with fields and formulas for area
calculation.
Autodesk® 3ds Max Design – The Designer's Handbook 5 Populating the Scene with Objects page 23
inside the scene for future reference the Tape Helper Object should be used.
The Rename Objects Tool provides a dialog for renaming of multiple objects
using prefix, suffix and numbering.
Collapse is a utility that allows attaching a selection of multiple objects obtaining,
as a result, one single mesh object. Note that the boolean option is available,
often used to remove self-intersecting surfaces that would result by the union of
intersecting operands; the main difference with using boolean compound objects
is that, with collapse the resulting object, being converted into a mesh, does not
allow further editing of the boolean operands.
Measure is a utility that reports the surface area, volume and center of mass of
one or a selection of geometry objects and cumulative length of selected shapes.
Results can be pinned on a floater window.
Reset X-Form is a utility used to remove all Rotation and Scale values from
selected objects pushing those transforms in an XForm modifier and align object
pivot points and bounding boxes with the World coordinate system. The XForm
modifier can then be deleted or turned off to reset the object's rotate and scale
transforms.
The Numerical Expression Evaluator (Ctrl+N) is a special control used to
invoke a calculator when entering numeric values in any active Numeric Field, e.
g., entering values for objects and modifiers parameters, applying transforms,
entering values in any tools and utilities dialogs and so on. Note that the hotkey
is available only when a numeric field has been activated (left click inside a field).
Consult the 3ds Max Design Help File to learn about Expression Techniques that
can be used with the expression evaluator.
Autodesk® 3ds Max Design – The Designer's Handbook 5 Populating the Scene with Objects page 24
6 Materials
A palette of materials is crucial for architectural visualization and can be achieved using
the compact set of parameters with Arch & Design materials. A library of material
templates is also available to provide a solid starting point for subsequent materials
creation.
4 In recent releases of 3ds Max the former Get Material from Selected Object function can be found under material map
browser/ expand scene materials rollout/ right click/ filter selected object.
Autodesk® 3ds Max Design – The Designer's Handbook 7 Lights and Cameras page 30
run Lighting Analysis for a number of days and then average the results to obtain
reliable values.
The Mental Ray Sky Portal is a light object used in combination with the daylight
system to visually improve the distribution of daylight entering through the
model's openings. Mental Ray sky portals are therefore placed at all exterior
openings in rooms where an interior rendering needs to be produced. It is
advised to take advantage of the autogrid option when creating sky portals, this
will allow setting the temporary grid parallel to the wall's vertical surface and
using snaps to vertex on walls or windows in order to match the exact size and
proportions of the opening.
Note that it is not advised to use Mental Ray Sky Portals when conducting a
Lighting Analysis on the model as they add an unrealistic direct lighting
component to the luminance values recorded at light meters locations (see 8.5).
An important feature of all light objects are Shadows, these can be of different
types: Raytraced, Area, Map and the Mental Ray version of Area and Map
shadows. In general Map shadows render faster than Raytraced but the speed is
provided at the cost of accuracy and they do not take into account transparency
of materials using general cutout maps. Raytraced shadows are used in most
situations (they are also required when conducting Lighting Analysis), the
shadow optimization parameter Shadow Ray Bias is used to move the shadow
toward or away from the shadow-casting object and the Max Quadtree Depth
(default value is 7) can be used to decrease rendering time when set to values
between 8 and 10; the default values for both parameters are often accepted.
When populating scenes with lights using Shape/Area shadows as set in the
Emit Light from (Shape) section of lights parameters in the modify panel, the
user needs to be aware that rendering time will be increased with the number of
Shadow Samples used, also with this parameter the default value can be often
accepted.
Light objects are non-renderable unless the specific option Light Shape Visible
in Rendering is checked, this option is often used with ceiling lights. When the
geometry of the lighting fixture is visible in the scene the component objects of
the model of the light fixture are usually grouped together with the corresponding
light object so that the entire unit can be moved, rotated and cloned, see 2.3 in
regards to Groups.
Light objects are typically used to simulate the distribution of light in a given
environment, the Lighting Analysis Assistant can provide the user with calculated
luminance data at specific scene locations to be used to assist with further
adjustments to the quantity, location and type of lights and to support the design
of lighting layouts and other important aspects of a project e. g., fenestration and
Autodesk® 3ds Max Design – The Designer's Handbook 7 Lights and Cameras page 31
shading devices.
7.2 Cameras
Cameras are non-renderable objects using similar parameters as real world
cameras, except for exposure control that is controlled with the Environment
Settings dialog (see 8.2). Two types of cameras are available: Target Camera
and Free Camera, the only difference between the two consisting, as already
seen with target lights and free lights, in the method used to set the orientation. A
camera can be created in the scene as any other object, using the create panel
or using the hotkey Ctrl-C on a viewport set on perspective view. The view
corresponding to any camera in the scene can be obtained setting the selected
viewport to Camera (C). It is always advised to render scenes using cameras
rather than viewports set on perspective view.
The suggested work flow for creating cameras is to navigate through the model
using the navigation shortcuts presented in chapter 1, in combination with
selection of objects and zooming to the extents of selected (Z) – transparent
navigation technique also used for the modeling work flow – until a desired view
angle is found and the area of interest is adequately represented, the hotkey Ctrl-
C will allow the user to create a camera with parameters automatically adjusted
to reflect the perspective view obtained navigating the scene. After a camera is
created, its parameters can be edited via the modify panel. The most relevant
parameters are: FOV, used to set the Field of View measured in degrees or,
alternatively setting the Lens Size in millimeters or using Stock Lenses to obtain
standard real world lens sizes (note that values of FOV can be adjusted also on
perspective views, interactively using the Field-of-View button, or with the
Viewport Configuration dialog found under the Views Menu). Clipping Planes
can be used to limit the representation of the scene, as seen through the camera,
to portions comprised between two parallel planes normal to the camera. Multi-
Pass effects can be enabled and adjusted for specific cameras such as Depth of
Field, a gradual decrease of sharpness with the distance from a specified point
placed along an axis orthogonal to the lens plane and Motion Blur, an effect
used with objects in motion to simulate the effect of real world cameras shutter
speed.
The Camera Correction Modifier can be applied to cameras in order to
constrain the plane of representation to be vertical, showing parallel vertical lines,
as often required with architectural renderings (parallax). Rather than editing its
parameters, this modifier is usually deleted from the stack and applied again
when changing location and orientation of a camera.
Cameras can be used for orthographic projections, e. g., elevations and isometric
Autodesk® 3ds Max Design – The Designer's Handbook 7 Lights and Cameras page 32
views, using the check box in the modify panel.
Show Safe Frame in Viewport (Shift-F) is used to visualize the boundaries of
the final rendered image inside the viewport allowing the user to adjust the
coverage of the area of interest, usually accomplished moving the camera's
location and/or changing the FOV.
In architectural visualization it is sometimes required to match the camera angle
and location of a picture in order to superimpose the project's rendering on the
image of the context, e. g., for Landmarks Preservation Commission
submissions. The Camera Match Utility is used for this purpose; the procedure
requires the following steps: loading a bitmap of the picture as a background for
the renderer, loading the same bitmap as a background for the viewport,
identifying five features (not contained in the same plane) such as context
buildings corners that can be identified inside the model, creating five helper
objects Camera Points to be referenced to the previously identified five features
of the bitmap and the last step which is accomplished using the camera match
utility, found in the utilities panel, to create the camera with position, orientation
and FOV corresponding to the real world camera originally used for the picture.
The rendered image is then saved with alpha channel to be used as a layer with
image compositing post-production software.
Autodesk® 3ds Max Design – The Designer's Handbook 7 Lights and Cameras page 33
8 Rendering with Mental Ray
The 3ds Max Design built-in rendering engine Mental Ray allows high levels of realism,
the time required for the production of renderings depends on the available
computational resources, rendering settings, the number of lights present in the scene
and geometric complexity of the models (number of polygons). With time and practice
the user will develop a sensitivity in regards to objects resolution in relationship to given
project requirements and work hours budgets. Important aspects of the production of
renderings using Mental Ray Renderer are presented in this chapter.
Autodesk® 3ds Max Design – The Designer's Handbook 8 Rendering with Mental Ray page 34
In regards to renderer parameters, it is important to note that for every increase
of quality level and output size inevitably corresponds an increase of rendering
time. The following Mental Ray parameters are usually adjusted or reviewed
when preparing a scene for the production of renderings:
Global Tuning Parameters are used to set the desired level of precision of Soft
Shadows and Glossy Reflections and Refractions. Default values for these
parameters are often accepted but can be increased for production renderings.
Sampling Quality defines the type and quality of the antialiasing method to be
used, parameters can be adjusted as the minimum and maximum number of
Samples per Pixel and the Filter Type used to control the appearance of edges,
e. g., Mitchell produces sharp edges, often considered appropriate for
architectural visualization. Filter Type Width and Height control the size of the
filtered area, increasing these values produces softer edges. The number of
samples per pixel has a strong impact on rendering time therefore it is advised to
use low values for preview renderings, higher values are usually used for final
production renderings. Custom rendering presets can be saved to be restored at
any time.
The number of Reflections/Refractions to be calculated can be set, these
parameters are often used to control rendering time although the default values
are often accepted.
Camera Effects such as Motion Blur and Depth of Field (see 7.2) and Contours
can be enabled in the Renderer section of the render setup dialog.
Autodesk® 3ds Max Design – The Designer's Handbook 8 Rendering with Mental Ray page 35
scenes, using a combination of Global Illumination and Final Gathering 6.
Autodesk® 3ds Max Design – The Designer's Handbook 8 Rendering with Mental Ray page 36
for marketing purposes. The traditional rendering techniques used in these
situations are the following: hidden line removal with or without cellular shading –
which allows the highest level of abstraction recalling respectively comic book
illustrations and traditional architectural line drawings – and composite hidden
line removal with photorealistic shading. The above mentioned representational
techniques can be achieved using the Mental Ray Contour Shader with
parameters located at both the levels of renderer and object's material.
Mental Ray contours can be enabled in the object's material using the material
editor's Mental Ray Connection/ Advanced Shaders.
Hidden line removal with Mental Ray is obtained enabling Contours under
Render Setup (F10), Renderer tab/ Camera Effects. Default shaders are
assigned in regards to the three components Contour Contrast, Contour Store
and Contour Output. Relevant parameters8 are:
Contour Contrast Function Levels parameters: Z Step Threshold, and Angle
Step Threshold are used to fine tune edge detection calculation. Parallel surfaces
with same material will not produce visible edges unless the distance between
the two surfaces is larger than the indicated threshold value. Reducing the value
of the threshold increases rendering time and the amount of memory required.
Depending on the camera angle, this approach also sometimes produces
artifacts on surfaces located at a small angle with the camera. As an alternative,
a technique can be used that involves the use of multiple materials. The setup
process in this case involves duplicating materials and a new material
assignment of problematic object, leading to reliable results.
Contour Store has no parameters.
Contour Output with three options: Contour Composite (used for composite
hidden line removal with photorealistic shading), Contour Only (used for hidden
line removal without shading) and Contour Post Script (to export contours to a
postscript file).
It is important to note here that hidden line removal is performed as a post-
production task, edges are derived from rendering's pixels, therefore it is
advisable to increase the resolution of the rendered image to increase the quality
of the contour lines.
Cellular shading can be obtained in several ways, the most straightforward one
being using the Ink 'n Paint material, which can provide also hidden line removal
although it is preferable to use MR contour shader for this purpose using Contour
Composite for the Contour Output shader.
8 In order to access the Contour Contrast and Contour Output parameters the user needs to drag and drop “as
instance” the button in the render settings into a sample slot of the material editor.
Autodesk® 3ds Max Design – The Designer's Handbook 8 Rendering with Mental Ray page 37
8.7 Rendering Output
Rendered images can be saved to external graphic files of various common
formats, some of these formats (TIF, TARGA and PNG) will support transparency
via alpha channel for subsequent image composition. The Output Size of
rendered images is defined using the number of pixels. With the use of a simple
equation, for a given print size and resolution, the user will be able to calculate
the required number of pixels to use in the Render Setup dialog, in the same
dialog Standard Output Size Ratios are also available. Time required to render
an image is proportional to the total number of pixels to be rendered.
Batch Render is a feature that allows the production of a series of renderings
from a list of defined cameras in the scene, automatically saving files of rendered
images. Scene States can be used when rendering the same scene using
different lighting, material assignment and exposure settings.
Network Rendering is a feature that allows using multiple computers as a
render farm for rendering animations or individual images, it involves specific
network configurations and it is often setup in collaboration with the network
administrator.
Autodesk® 3ds Max Design – The Designer's Handbook 8 Rendering with Mental Ray page 38
9 Introduction to MAXScript
MAXScript is the scripting language used within 3ds Max. It allows creation of custom
interface elements and execution of routines of commands for tasks that would
otherwise result into time consuming and repetitive activity. Routine procedures for
project schedules data and vector drawings extraction can be executed with the use of
MAXScript.
Autodesk® 3ds Max Design – The Designer's Handbook 9 Introduction to MAXScript page 39
.Frame_Thickness : float
.Generate_Mapping_Coords : boolean
.Glazing_Thickness : float
.Horizontal_Frame_Width : float
.realWorldMapSize : boolean
false
the user, based on the information provided and using the following statement,
can collect property values for all objects contained in the scene that have the
vertical frame width property (in our case the scene contains only two awning
windows, AwningWindow001 and AwningWindow002, with vertical frame width
respectively of 2” and 2.5”):
for o in geometry where hasproperty o "Vertical_Frame_Width" do format
"the frame width of % % is %\n" (classof o) o.name
o.Vertical_Frame_Width
MAXScript will return in response the following text:
the frame width of AwningWindow001 is 2.0
the frame width of AwningWindow002 is 2.5
OK
Results can be exported into an external spreadsheet for further elaboration of a
project's window schedule.
Selecting the code in the MAXScript editor and dragging it into a toolbar creates
a macro button that can be used to execute the script at any time.
Autodesk® 3ds Max Design – The Designer's Handbook 9 Introduction to MAXScript page 40
10 Building Modeling Exercise
Illustration 10.1.1
5. Select the object “Layer:A-WALL” and Isolate Selection (Alt-Q), apply the Edit Poly modifier, enter the polygon
sub-object level, change Window/Crossing on window mode, using the top view select polygons at openings
dragging over the entire opening, repeat at all door openings using Ctrl to add to the selection
Illustration 10.1.2
Autodesk® 3ds Max Design – The Designer's Handbook 10 Building Modeling Exercise page 41
Illustration 10.1.3
set Window/Crossing to crossing mode, using the front view as shown in Illustration 10.1.4deselect (Alt button
to remove from the selection) the lower polygons of the walls
Illustration 10.1.4
Illustration 10.1.5
Autodesk® 3ds Max Design – The Designer's Handbook 10 Building Modeling Exercise page 42
switch to edge sub-object level and move the newly created edge using vertex snap and axis constraints as
shown on Illustration 10.1.6
Illustration 10.1.6
Illustration 10.1.7
Illustration 10.1.8
Autodesk® 3ds Max Design – The Designer's Handbook 10 Building Modeling Exercise page 43
repeat at the other 4 locations, invert the selection at two entry doors sidelites and under polygon sub-object
level apply bridge to all selected polygons as shown on Illustration 10.1.9
Illustration 10.1.9
under edge sub-object level select and remove (Backspace) all redundant edges
Illustration 10.1.10
check for polygons with shading artifacts and clear all smoothing groups where necessary as shown on
Illustration 10.1.11
Autodesk® 3ds Max Design – The Designer's Handbook 10 Building Modeling Exercise page 44
Illustration 10.1.11
under polygon sub-object level move the two sidelites sills -3' on Z Axis, your model should now look like this:
Illustration 10.1.12
Illustration 10.1.13
Autodesk® 3ds Max Design – The Designer's Handbook 10 Building Modeling Exercise page 45
7. Select all objects and create a Group as “1STFLOOR”
8. Import the file Weissenhof_2ndflplan.DWG, select the 3 imported objects using Select by Name and move +10'
on the Z Axis. Repeat steps 3-6, repeat step 7 but clone the object “Layer:A-SILL” as a copy, apply the Edit Poly
modifier to both objects, remove highlighted element from the clone and move the corresponding element from
the original object using snap to midpoint of the walls edge so it is placed between the windows as shown in
Illustration 10.1.14and Illustration 10.1.15
Illustration 10.1.14
Illustration 10.1.15
Autodesk® 3ds Max Design – The Designer's Handbook 10 Building Modeling Exercise page 46
Illustration 10.1.16
Illustration 10.1.17
Illustration 10.1.18
10. exit Isolate Selection, select the object “Layer:A-WALL”, under polygon sub-object level select the top polygons
Autodesk® 3ds Max Design – The Designer's Handbook 10 Building Modeling Exercise page 47
of the columns as shown on Illustration 10.1.19and move them by -1' on the Z Axis
Illustration 10.1.19
Illustration 10.1.20
extrude all rectangles by -1' and move the two slabs above the stairs by -4” on the Z Axis, assign the same
material, group objects as “ROOF”, your model should now look like Illustration 10.1.21
Illustration 10.1.21
Autodesk® 3ds Max Design – The Designer's Handbook 10 Building Modeling Exercise page 48
10.2 Modeling Doors and Windows
1. Create two new layers: A-GLAZ and A-DOOR and make the A-GLAZ layer active. Select the group
FIRST_FLOOR and Isolate Selection (Alt+Q), zoom on the window opening and create a sliding window using
vertex and midpoint snaps as shown in Illustration 10.2.1, uncheck the Hung option in the modify panel under
Open Window
Illustration 10.2.1
clone the window as copy using Shift+Move and snap to vertex, create all remaining windows, use Fixed
Windows at entry doors sidelites.
Illustration 10.2.2
2. Make the A-DOOR layer active and create pivot doors at all locations, adjust the Width and Leaf Parameters
and move using snap to midpoint to fit the frame in the opening as shown in Illustration 10.2.3
Autodesk® 3ds Max Design – The Designer's Handbook 10 Building Modeling Exercise page 49
Illustration 10.2.3
Illustration 10.2.4
3. Using the Layers Toolbar, Select Objects in Current Layer (A-DOOR), change active layer to A-GLAZ and,
holding Shift, again Select Objects in Current Layer adding all windows to the current selection, attach selected
objects (all doors and windows) to the 1STFLOOR group and exit Isolate Selection.
4. Under Units Setup change temporarily units to Decimal Inches, Select the 2NDFLOOR group and Isolate
Selection, zoom to the front elevation and use the Measure Distance tool to measure the width of the front
window opening as shown in Illustration 10.2.5
Autodesk® 3ds Max Design – The Designer's Handbook 10 Building Modeling Exercise page 50
Illustration 10.2.5
Illustration 10.2.6
create one large window for the entire opening as shown in Illustration 10.2.7
Autodesk® 3ds Max Design – The Designer's Handbook 10 Building Modeling Exercise page 51
Illustration 10.2.7
edit the Width parameter using the Expression Evaluator (Ctrl+N), pasting the measurement value previously
copied divided by 5, move the window on the side of the opening as shown in Illustration 10.2.8 and clone as 4
copies using Shift+Move and snap to vertex as shown in Illustration 10.2.9
Illustration 10.2.8
Autodesk® 3ds Max Design – The Designer's Handbook 10 Building Modeling Exercise page 52
Illustration 10.2.9
Illustration 10.2.10
6. Attach windows and doors to the 2NDFLOOR group and exit Isolate Selection
7. Similarly as done at the lower floors, complete windows and doors creation at roof level. Your model should now
look like Illustration 10.2.11
Autodesk® 3ds Max Design – The Designer's Handbook 10 Building Modeling Exercise page 53
Illustration 10.2.11
8. Create the layer A-STAIR and set it as the active layer. Isolate FIRST and SECOND floors and create a U-Type
Stair using snap to vertex, click on vertex number one, drag and release on vertex two then click and release on
vertex three and four as shown in Illustration 10.2.12: , Illustration 10.2.13: and Illustration 10.2.14:
Illustration 10.2.12:
Autodesk® 3ds Max Design – The Designer's Handbook 10 Building Modeling Exercise page 54
Illustration 10.2.13:
Illustration 10.2.14:
select the stair, unisolate and isolate again, modify the type property of the stair to be Closed and create a
Circle using vertex snap as shown in Illustration 10.2.15:
Illustration 10.2.15:
Autodesk® 3ds Max Design – The Designer's Handbook 10 Building Modeling Exercise page 55
apply Edit Spline and under Edge sub-object level Delete the two Segments as shown in Illustration 10.2.16:
Illustration 10.2.16:
Under Vertex sub-object level Connect the two vertices as shown in Illustration 10.2.17:
Illustration 10.2.17:
extrude the shape by -10”. Apply Edit Poly to the Stair object and under Element sub-object level Delete the
mezzanine and attach the extruded shape as shown in Illustration 10.2.18: and Illustration 10.2.19:
Autodesk® 3ds Max Design – The Designer's Handbook 10 Building Modeling Exercise page 56
Illustration 10.2.18:
Illustration 10.2.19:
in the modifier stack select the UtypeStair Level and edit the Length 1 parameter to be 5'-11”, under element
sub-object level select both ramps and in the top view, using vertex snap move as shown in Illustration 10.2.20:
Illustration 10.2.20:
Autodesk® 3ds Max Design – The Designer's Handbook 10 Building Modeling Exercise page 57
clone the stair as instance at the remaining three locations as shown in Illustration 10.2.21:
Illustration 10.2.21:
unisolate and, using the Front View, attach the stairs to the groups 1STFLOOR and 2NDFLOOR.
10.3 Materials
1. Open the Material Editor in Compact Mode, select one slot, rename the material to WHITE_PAINT, set the
material to be Arch & Design, select Matte Finish Template, edit the Diffuse Color using the following RGB
component values: R=G=B=0.85
Illustration 10.3.1:
2. Select another slot and set to Multi/Sub-Object and rename to A-SLAB. Drag and drop the slot of
WHITE_PAINT into the ID1 Sub-Material button and choose Instance as the Method.
3. Click on the ID2 Sub-Material button, choose Arch & Design, rename to FINISH_FLOOR, select Matte Finish
Template, edit the Diffuse Color using the following RGB component values: R=G=B=0.25
4. Using the layers toolbar set the active layer to be A-SLAB, Select Objects in Current Layer, Open Group, Isolate
Selection, apply Edit Poly modifier, under polygon sub-object level select all (Ctrl-A) and set the material ID to 1,
select all finish floor polygons and set the material ID to 2 as shown in Illustration 10.3.2: , exit sub-object level,
assign the A_SLAB layer to selected objects and unisolate.
Autodesk® 3ds Max Design – The Designer's Handbook 10 Building Modeling Exercise page 58
Illustration 10.3.2:
5. Set the active layer as A-WALL and Select Objects in Current Layer, set to A-SILL and, holding Shift Select
Objects in Current Layer, set to A-STAIR and holding Shift again Select Objects in Current Layer. Assign the
WHITE_PAINT material to Selected.
6. Select the First Floor's Walls, Isolate Selection and, under polygon Sub-Object Level select all polygons and
assign Material ID 1, select polygons as shown in Illustration 10.3.3: and assign the Material ID 2, select an
unused material slot, rename to 1STFLOOR_WALLS set to Multi/Sub-Object, drag and drop the WHITE_PAINT
material slot into the Material ID 1 button using Instance as the method. Set the Material ID 2 to be Arch &
Design, Glossy Finish Template, RGB components R=0.26 G=0 B=0 , under Reflection set both Reflectivity and
Glossines to 0.4 and the number of Glossy Samples to be 64.
Illustration 10.3.3:
7. Select an unused material slot, using the Material/Map Browser Options, Open Material Library, navigate to the
installation folder of 3ds Max Design and import the material library AecTemplates, double click on Door-
Template and discard old material. Set the active layer as A-DOOR and Select Objects in Current Layer and
assign the Door-Template Material to Selection. Repeat with windows using the Window-Template and close all
groups.
8. Edit the Door-Template and Window-Template materials to use Arch & Design Materials as the Sub-Materials.
Use Glossy Finish Template and R=G=B=0, under Reflection set both Reflectivity and Glossines to 0.4 and the
number of Glossy Samples to be 64 for window frames, and door frames and panels, drag and drop to clone as
instance the frame materials as shown in Illustration 10.3.5: . Use Glass (Solid Geometry) Template for the
windows glass.
Autodesk® 3ds Max Design – The Designer's Handbook 10 Building Modeling Exercise page 59
Illustration 10.3.4:
Illustration 10.3.5:
9. Create a new Arch & Design Material, Rename it to COLUMNS, use Glossy Finish Template, RGB components
R= 0.024 G= 0.024 B=0.196, under Reflection set both Reflectivity and Glossines to 0.4 and the number of
Glossy Samples to be 64. At the Element Sub-Object Level detach all Front columns from the three floors and
assign the COLUMNS material to all detached elements. Attach the columns objects to their relative floor group.
Autodesk® 3ds Max Design – The Designer's Handbook 10 Building Modeling Exercise page 60
Illustration 10.3.6:
Illustration 10.3.7:
Illustration 10.3.8:
10. Set all Arch & Design Materials used to use, under Special Effects, Ambient Occlusion with 64 samples and 12”
Max Distance.
Autodesk® 3ds Max Design – The Designer's Handbook 10 Building Modeling Exercise page 61
10.4 Cameras, Lighting Setup and Rendering
1. On a Top View, with the 0 Layer active, create a Daylight System as shown in Illustration 10.4.1: accepting all
Daylight System Creation and Mental Ray Sky Changes.
Illustration 10.4.1:
2. With the DaylightAssemblyHead selected, under Position, click on the Setup button and choose to use a
Weather Data File, Load the DEU_Munich.108660_IWEC.epw Weather Data File, Select a Time Period at July,
21, 1988; 9:00:00.
3. Select the Compass and rotate -80 degrees around Z the Axis.
4. In Perspective View, set the view to Realistic (Shift+F3), Illuminate with Scene Lights and Shadows.
5. Using Navigation shortcuts set the perspective view to be similar to what shown in Illustration 10.4.2:
Illustration 10.4.2:
6. Hit Ctrl+A to create a Camera from the view, in Top View right click on the camera and Apply the Camera
Correction Modifier.
7. Create a large cylinder with the WHITE_PAINT material under the first floor slab as shown in Illustration 10.4.3:
to catch the daylight to be reflected on the building, simulating the ground.
Autodesk® 3ds Max Design – The Designer's Handbook 10 Building Modeling Exercise page 62
Illustration 10.4.3:
8. In the Rendering Setup Dialog, in the Renderer Panel, set the following Sampling Quality parameter values:
Samples per Pixel Minimum =1 and Maximum =16, for Filter Type use Mitchell Width =4 and Height =4. In the
Indirect Illumination Panel make sure Final Gathering is enabled and set the following parameter values: Initial
FG Point Density =1, Rays per FG Points =500, Diffuse Bounces =2. Finally push the Render button to render a
Daylight Simulation of Le Corbusier's House 14&15 at Weissenhoff.
Illustration 10.4.4:
NOTE: A Video Tutorial of this exercise is available on line at the following address:
www.ferriarch.com/VIDEO/Modeling_Tutorial.mp4
Autodesk® 3ds Max Design – The Designer's Handbook 10 Building Modeling Exercise page 63
Alphabetical Index
Adaptive Degradation.....................................6 Compound Objects.........................................9
AEC Design Elements..................................10 Compound Shapes.......................................16
AEC Materials...............................................26 Contour Post Script.......................................36
Ambient Occlusion........................................25 Contours.......................................................34
Arc rotate........................................................6 Convert Selections........................................17
Arch & Design Material.................................25 Copy.............................................................11
Archive............................................................8 Corner...........................................................15
Array.............................................................22 Create Shape From Selection......................17
Assets.............................................................4 Creation Plane................................................5
Assign Material.............................................24 Customize User Interface...............................7
Attach...........................................................17 Cutout map...................................................26
Attach/Detach Spline....................................16 Daylight System............................................29
Autogrid........................................................10 Default Lights................................................29
Axis Constraints............................................13 Delete (sub-object level)...............................17
Batch Render................................................37 Depth of Field.........................................31, 34
Bevel Modifier...............................................18 Derive AutoCAD Primitives by......................21
Bevel Profile Modifier....................................18 Diffuse Level.................................................25
Bezier...........................................................15 Direct Light...................................................34
Bezier-Corner...............................................15 Displacement Maps......................................26
Bitmaps.........................................................27 Displacement Modifier..................................19
Blend Material...............................................26 Divide Segment............................................16
Boolean..........................................................9 Edge.............................................................17
Boolean Spline.............................................16 Edit Poly Modifier..........................................19
Border...........................................................17 Edit Spline Modifier.......................................19
Bridge...........................................................17 Editable Poly.................................................16
Bump............................................................26 Editable Splines............................................15
Camera Correction Modifier..........................31 Element........................................................17
Camera Effects.............................................34 Emit Light from (Shape)................................30
Camera Match Utility....................................32 Environment Panel.......................................33
Camera Points..............................................32 Environment Settings....................................31
Cameras.......................................................31 Expert Mode...................................................7
Cap Border...................................................17 Exposure Control..........................................33
Chamfer (Edge)............................................17 Expression Techniques.................................23
Chamfer (Spline)..........................................15 Extend Spline...............................................16
Clipping Planes.............................................31 Extrude Modifier...........................................18
Clones..........................................................10 FG Precision Preset......................................34
Collapse........................................................23 Field of View.................................................31
Command Panel.............................................7 File Link Manager.........................................21
Autodesk® 3ds Max Design – The Designer's Handbook 10 Building Modeling Exercise page 64
Fillet..............................................................15 Material IDs..................................................26
Filter Type.....................................................34 Material Library.............................................24
Free Light.....................................................29 Material Library Files....................................24
Geometric Patterns.......................................25 Material/Map Browser...................................24
Geometry Objects...........................................9 MAXScript Editor..........................................38
Get Material..................................................24 MAXScript Listener.......................................38
Gizmo...........................................................13 Measure Distance Tool.................................22
Global Tuning Parameters............................34 Measure Utility..............................................23
Glossy Reflections and Refractions..............34 Mental Ray Contour Shader.........................36
Glow.............................................................25 Mental Ray Proxies.......................................33
Grab Active Viewport......................................7 Mental Ray Renderer....................................33
Graphite Tools...............................................17 Mental Ray Sky Portal..................................30
Grids.........................................................5, 10 Merge...........................................................21
Groups..........................................................11 MeshSmooth................................................19
Helpers.........................................................10 Mirror............................................................22
Hidden Line Removal...................................36 Mirror Modifier..............................................22
Hotkeys...........................................................6 Mirror Spline.................................................16
Import...........................................................21 Modifier Stack.........................................15, 18
Indirect Illumination.......................................34 Modifiers.......................................................18
Indirect Light.................................................34 Motion Blur.............................................31, 34
Instance........................................................11 mr Photographic Exposure Control...............33
Isolate Tool.....................................................6 Multi-Pass Effects.........................................31
Isometric Views.............................................31 Multi/Sub-object Material..............................25
Layers...........................................................12 Named Selection Sets..................................12
Lens Size......................................................31 Network Rendering.......................................37
Light Meter....................................................35 Noise Modifier...............................................19
Light Shape Visible in Rendering..................30 Non-photorealistic Rendering.......................35
Lighting Analysis...........................................35 Normal..........................................................16
Line Object...................................................15 Normal Modifier............................................18
Local Reference System.................................5 Numeric Field...............................................23
Loop..............................................................17 Numerical Expression Evaluator...................23
MacroRecorder.............................................38 NURMS........................................................18
Make Unique.................................................11 Object Paint..................................................22
Manage Layers.............................................10 Object Properties....................................10, 38
Map Shadows...............................................30 Orthographic Projections..............................31
Mapping Coordinates....................................26 Outline Spline...............................................16
Maps.............................................................25 Output Size...................................................37
Mask.............................................................26 Pan.................................................................6
Material Editor..............................................24 Pan Viewport..................................................6
Autodesk® 3ds Max Design – The Designer's Handbook 10 Building Modeling Exercise page 65
Parallax.........................................................31 Shape/Area Shadows...................................30
Parameter Editor............................................8 Shapemerge Objects......................................9
Parametric Objects.........................................8 Shapes...........................................................9
Photometric Lights........................................29 Shell Modifier................................................18
Physical Models............................................27 Show Safe Frame in Viewport......................32
Pivot Point......................................................5 Slice Modifier................................................19
Polygon.........................................................17 Slice plane....................................................17
Polymesh......................................................16 Smooth.........................................................15
ProBoolean.....................................................9 Snaps...........................................................14
Procedural Maps..........................................27 Snapshot Tool...............................................22
Quad menus...................................................7 Soft Selection...............................................17
Raytraced Shadows......................................30 Soft Shadows...............................................34
Reference.....................................................11 Spacing Tool.................................................22
Refine...........................................................15 Special Effects (Materials)............................25
Reflection Level............................................25 Spherical Diffuse...........................................29
Reflections/Refractions.................................34 Spline Sub-Object Level...............................16
Regathering..................................................34 STL Check Modifier........................................9
Remove........................................................17 Stock Lenses................................................31
Rename Objects...........................................12 Sub-object Level...........................................15
Rename Objects Tool...................................23 Sweep Modifier.............................................19
Render Preview............................................33 Tape Helper Object.......................................23
Render Setup...............................................33 Target Light...................................................29
Renderable Spline........................................16 Terrain...........................................................39
Rendering Output.........................................37 Texture Mapping...........................................26
Reset X-Form...............................................23 Tiles..............................................................27
Ring..............................................................17 Transform Type-in.........................................13
Round Corners.............................................25 Transforms....................................................13
Sample Slot..................................................24 Trim Spline....................................................16
Samples per Pixel.........................................34 Uniform Diffuse.............................................29
Sampling Quality..........................................34 Units Setup.....................................................5
Scale.............................................................14 Unwrap UVW Modifier..................................27
Scene States................................................37 UVW Map Modifier........................................26
Section Object..............................................10 Vertex...........................................................16
Segment.......................................................15 Viewports........................................................6
Selection Filters............................................12 Visual Styles...................................................6
Self-Illumination............................................25 Walk Tool........................................................6
Set Project Folder...........................................8 Walls.............................................................19
Shadow Samples..........................................30 Weather Data File.........................................29
Shadows.......................................................30 Weld Nearby Vertices...................................21
Autodesk® 3ds Max Design – The Designer's Handbook 10 Building Modeling Exercise page 66
Weld Vertices (Epoly)...................................16 X-ref................................................................8
Weld Vertices (Spline)..................................15 xView..............................................................9
Window/Crossing..........................................12 Zoom..............................................................6
World System.................................................5 Zoom Extents Selected...................................6
Autodesk® 3ds Max Design – The Designer's Handbook 10 Building Modeling Exercise page 67