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3ds Max 2011 Bible [Pehme köide]

  • Formaat: Paperback / softback, 1296 pages, kõrgus x laius x paksus: 233x187x48 mm, kaal: 1981 g, Illustrations (some col.), Contains 1 Paperback / softback and 1 Digital (on physical carrier)
  • Sari: Bible
  • Ilmumisaeg: 06-Aug-2010
  • Kirjastus: John Wiley & Sons Ltd
  • ISBN-10: 0470617772
  • ISBN-13: 9780470617779
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  • Formaat: Paperback / softback, 1296 pages, kõrgus x laius x paksus: 233x187x48 mm, kaal: 1981 g, Illustrations (some col.), Contains 1 Paperback / softback and 1 Digital (on physical carrier)
  • Sari: Bible
  • Ilmumisaeg: 06-Aug-2010
  • Kirjastus: John Wiley & Sons Ltd
  • ISBN-10: 0470617772
  • ISBN-13: 9780470617779
Teised raamatud teemal:
Updated version of the bestselling 3ds Max book on the market

Used by more than 150,000 people, and the winner of more than 65 industry awards, 3ds Max is the world's most popular animation modeling and rendering software for film, television, video games, and design visualization. 3ds Max Bible is the world’s most popular book for getting the most out of the software. Whether a novice looking to create something immediately using the Quick Start tutorial, or an experienced 3ds Max user who simply wants to check out the software's latest and greatest features, this update to the bestselling 3ds Max book on the market continues to be the most comprehensive reference on this highly complex application.

  • Packed with expert advice, timesaving tips, and more than 150 step-by-step tutorials
  • 16-page color insert highlights the work of some of today’s most cutting-edge 3D artists
  • Includes a companion DVD with a searchable, full-color version of the 3ds Max Bible, as well as customizable models and textures

The only comprehensive reference-tutorial on 3ds Max, it's no wonder the 3ds Max Bible is the bestselling 3ds Max book in the world and a favorite of both amateur and professional animators.

Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.

Preface xxxix
Acknowledgments xlv
Part I Getting Started with 3ds Max
1(134)
Quick Start: Animating a Walking Dinosaur
3(12)
Walking Dinosaur---Planning the Production
3(1)
Setting Up the Scene
4(1)
Tutorial: Gathering models
4(1)
Tutorial: Adding a ground plane
5(1)
Adding Materials and Lights
6(1)
Tutorial: Enabling mental ray and adding materials
6(2)
Tutorial: Adding a Sun & Sky system
8(1)
Tutorial: Rendering a preview
8(2)
Animating the Dinosaur
10(1)
Tutorial: Adding a preset CAT rig
10(1)
Tutorial: Creating a walking motion path
11(2)
Tutorial: Rendering the final animation
13(1)
Summary
14(1)
Chapter 1 Exploring the Max Interface
15(24)
Learning the Interface Elements
16(2)
Using the Menus
18(2)
Using the Toolbars
20(5)
Docking and floating toolbars
20(1)
Using tooltips and flyouts
20(1)
Using the Quick Access toolbar
21(1)
Learning the main toolbar
21(3)
Using the Ribbon
24(1)
Using the Viewports
25(1)
Using the Command Panel
25(4)
Working with rollouts
26(1)
Increasing the Command Panel's width
27(1)
Tutorial: Rearranging the interface for lefties
28(1)
Using the Lower Interface Bar Controls
29(1)
Interacting with the Interface
30(4)
Gaining quick access with the right-click quadmenus
30(1)
Using Caddy controls
31(1)
Understanding the button color cues
32(1)
Using drag-and-drop features
33(1)
Controlling spinners
33(1)
Understanding modeless and persistent dialog boxes
33(1)
Getting Help
34(4)
Using the InfoCenter toolbar
34(2)
Viewing the Essential Skills Movies
36(1)
Using the browser-based reference guides
37(1)
Using the rest of the Help menu
38(1)
Summary
38(1)
Chapter 2 Controlling and Configuring the Viewports
39(38)
Understanding 3D Space
39(3)
Learning Axonometric versus Perspective
40(1)
Learning Orthographic and Isometric views
40(1)
Discovering the viewports in Max
41(1)
Using the Navigation Gizmos
42(5)
Working with the ViewCube
42(1)
Using the SteeringWheels
43(3)
Tutorial: Navigating the active viewport
46(1)
Controlling Viewports with a Scroll Wheel Mouse
47(1)
Using the Viewport Navigation Controls
47(5)
Zooming a view
48(1)
Panning a view
49(1)
Walking through a view
49(1)
Rotating a view
49(1)
Maximizing the active viewport
50(2)
Controlling camera and spotlight views
52(1)
Changing the Viewport Display
52(6)
Undoing and saving viewport changes
53(1)
Disabling and refreshing viewports
53(1)
Viewing materials in the viewports
53(1)
Displaying lights and shadows in the viewports
54(1)
Enabling Exposure Control and Ambient Occlusion
55(1)
Configuring viewport lighting and shadows
55(2)
Locating mesh problems with xView
57(1)
Configuring the Viewports
58(15)
Setting the viewport rendering method
58(6)
Altering the viewport layout
64(2)
Using Safe Frames
66(1)
Understanding Adaptive Degradation
67(3)
Defining regions
70(2)
Viewing statistics
72(1)
Working with Viewport Backgrounds
73(3)
Loading viewport background images
74(1)
Loading viewport background animations
74(1)
Tutorial: Loading reference images for modeling
75(1)
Summary
76(1)
Chapter 3 Working with Files, Importing, and Exporting
77(28)
Working with Max Scene Files
77(6)
Using the Application Button
77(1)
Starting new
78(1)
Saving files
79(2)
Archiving files
81(1)
Opening files
81(1)
Setting a Project Folder
82(1)
Merging and replacing objects
82(1)
Getting out
83(1)
Setting File Preferences
83(4)
Handling files
84(2)
Backing up files
86(1)
Tutorial: Setting up Auto Backup
86(1)
Maintaining log files
87(1)
Importing and Exporting
87(11)
Importing supported formats
87(1)
Import preference
88(1)
Exporting supported formats
88(1)
Moving files to and from Maya and MotionBuilder
89(1)
Using the OBJ format
89(3)
Exporting to the JSR-184 (M3G) format
92(2)
Exporting to the DWF format
94(1)
Exporting utilities
95(1)
Tutorial: Importing vector drawings from Illustrator
96(2)
Using the File Utilities
98(4)
Using the Asset Browser utility
98(2)
Finding files with the Max File Finder utility
100(1)
Collecting files with the Resource Collector utility
100(1)
Using the File Link Manager utility
101(1)
Using i-drop
101(1)
Accessing File Information
102(2)
Displaying scene information
102(1)
Viewing file properties
102(1)
Viewing files
103(1)
Summary
104(1)
Chapter 4 Customizing the Max Interface and Setting Preferences
105(30)
Using the Customize User Interface Window
105(9)
Customizing keyboard shortcuts
105(2)
Customizing toolbars
107(1)
Tutorial: Creating a custom toolbar
108(1)
Customizing quadmenus
109(3)
Customizing menus
112(1)
Tutorial: Adding a new menu
112(1)
Customizing colors
113(1)
Customizing the Ribbon
114(3)
Making dynamic tools and panels
115(1)
Saving Ribbon changes
115(1)
Tutorial: Building a Ribbon panel of primitives
115(2)
Customizing Modify and Utility Panel Buttons
117(1)
Working with Custom Interfaces
117(3)
Saving and loading a custom interface
118(1)
Locking the interface
119(1)
Reverting to the startup interface
119(1)
Switching between default and custom interfaces
119(1)
Configuring Paths
120(2)
Configuring user paths
121(1)
Configuring system paths
122(1)
Selecting System Units
122(3)
Using Custom and Generic units
123(1)
Handling mismatched units
124(1)
Rescaling world units
124(1)
Setting Preferences
125(9)
General preferences
125(2)
Files panel preferences
127(1)
Viewport preferences
128(4)
Gamma preferences
132(2)
Other preference panels
134(1)
Summary
134(1)
Part II Working with Objects
135(124)
Chapter 5 Creating and Editing Primitive Objects
137(30)
Creating Primitive Objects
137(10)
Using the Create menu
137(1)
Using the Create panel
138(1)
Naming and renaming objects
139(1)
Assigning colors
140(2)
Using the Color Clipboard
142(1)
Using different creation methods
143(2)
Using the Keyboard Entry rollout for precise dimensions
145(1)
Altering object parameters
145(1)
Recovering from mistakes and deleting objects
145(1)
Tutorial: Exploring the Platonic solids
146(1)
Exploring the Primitive Object Types
147(15)
Starting with the Standard Primitives
147(5)
Extended Primitives
152(8)
Modifying object parameters
160(1)
Tutorial: Filling a treasure chest with gems
161(1)
Using Architecture Primitives
162(4)
Using AEC Objects
162(3)
Tutorial: Adding stairs to a clock tower building
165(1)
Summary
166(1)
Chapter 6 Selecting Objects and Setting Object Properties
167(30)
Selecting Objects
167(12)
Selection filters
168(1)
Select buttons
169(1)
Selecting with the Edit menu
170(3)
Selecting multiple objects
173(1)
Using the Paint Selection Region tool
174(1)
Tutorial: Selecting objects
175(1)
Locking selection sets
175(1)
Using named selection sets
176(1)
Editing named selections
176(1)
Isolating the current selection
177(1)
Selecting objects in other interfaces
178(1)
Setting Object Properties
179(5)
Viewing object information
180(1)
Setting display properties
180(2)
Setting rendering controls
182(1)
Enabling Motion Blur
183(1)
Using the Advanced Lighting and mental ray panels
184(1)
Using the User-Defined panel
184(1)
Hiding and Freezing Objects
184(4)
Using the Display Floater dialog box
185(1)
Using the Display panel
185(2)
Tutorial: Hidden toothbrushes
187(1)
Using Layers
188(4)
Using the Layer Manager
188(3)
Using the layer list
191(1)
Tutorial: Dividing a scene into layers
191(1)
Using the Scene Explorer
192(4)
Selecting and filtering objects
192(2)
Finding objects
194(1)
Editing in the Scene Explorer
195(1)
Summary
196(1)
Chapter 7 Transforming Objects, Pivoting, Aligning, and Snapping
197(30)
Translating, Rotating, and Scaling Objects
197(2)
Translating objects
197(1)
Rotating objects
198(1)
Scaling objects
198(1)
Using the transform buttons
199(1)
Working with the Transformation Tools
199(11)
Working with the Transform Gizmos
199(3)
Using the Transform Toolbox
202(1)
Using the Transform Type-In dialog box
203(1)
Using the status bar Type-In fields
204(1)
Understanding the Transform Managers
204(5)
Tutorial: Landing a spaceship in port
209(1)
Using Pivot Points
210(4)
Positioning pivot points
210(1)
Aligning pivot points
211(1)
Using the Working Pivot
211(1)
Transform adjustments
212(1)
Using the Reset XForm utility
212(1)
Tutorial: A bee buzzing about a flower
213(1)
Using the Align Commands
214(3)
Aligning objects
214(1)
Using the Quick Align tool
215(1)
Aligning normals
215(1)
Tutorial: Aligning a kissing couple
216(1)
Aligning to a view
217(1)
Using Grids
217(2)
The Home Grid
217(1)
Creating and activating new grids
218(1)
Using AutoGrid
218(1)
Tutorial: Creating a spyglass
219(1)
Using Snap Options
219(6)
Tutorial: Creating a 2D outline of an object
221(1)
Setting snap points
222(1)
Setting snap options
223(1)
Using the Snaps toolbar
224(1)
Tutorial: Creating a lattice for a methane molecule
224(1)
Summary
225(2)
Chapter 8 Cloning Objects and Creating Object Arrays
227(22)
Cloning Objects
227(3)
Using the Clone command
227(1)
Using the Shift-clone method
228(1)
Tutorial: Cloning dinosaurs
228(2)
Using Quick Clone
230(1)
Understanding Cloning Options
230(3)
Working with copies, instances, and references
230(1)
Tutorial: Creating instanced doughnuts
231(1)
Tutorial: Working with referenced apples
231(2)
Mirroring Objects
233(2)
Using the Mirror command
233(1)
Tutorial: Mirroring a robot's leg
234(1)
Cloning over Time
235(2)
Using the Snapshot command
235(1)
Tutorial: Creating a path through a maze
236(1)
Spacing Cloned Objects
237(3)
Using the Spacing tool
237(1)
Tutorial: Stacking a row of dominoes
238(2)
Using the Clone and Align Tool
240(2)
Aligning source objects to destination objects
240(1)
Tutorial: Cloning and aligning trees on a beach
241(1)
Creating Arrays of Objects
242(5)
Linear arrays
242(1)
Tutorial: Building a white picket fence
243(1)
Circular arrays
243(1)
Tutorial: Building a Ferris wheel
244(2)
Working with a ring array
246(1)
Tutorial: Using Ring Array to create a carousel
246(1)
Summary
247(2)
Chapter 9 Grouping, Linking, and Parenting Objects
249(10)
Working with Groups
249(3)
Creating groups
249(1)
Ungrouping objects
250(1)
Opening and closing groups
250(1)
Attaching and detaching objects
250(1)
Tutorial: Grouping a plane's parts together
250(1)
Building assemblies
251(1)
Understanding Parent, Child, and Root Relationships
252(1)
Building Links between Objects
253(2)
Linking objects
253(1)
Unlinking objects
253(1)
Tutorial: Linking a family of ducks
254(1)
Displaying Links and Hierarchies
255(1)
Displaying links in the viewport
255(1)
Viewing hierarchies
255(1)
Working with Linked Objects
256(2)
Locking inheriting transformations
256(1)
Using the Link Inheritance utility
256(1)
Selecting hierarchies
257(1)
Linking to dummies
257(1)
Tutorial: Circling the globe
257(1)
Summary
258(1)
Part III Modeling Basics
259(176)
Chapter 10 Accessing Subobjects and Using Modeling Helpers
261(14)
Exploring the Model Types
261(3)
Parametric objects versus editable objects
261(2)
Converting to editable objects
263(1)
Understanding Normals
264(2)
Viewing normals
264(1)
Tutorial: Cleaning up imported meshes
265(1)
Working with Subobjects
266(5)
Using Soft Selection
267(2)
Tutorial: Soft selecting a heart shape from a plane
269(2)
Applying modifiers to subobject selections
271(1)
Using Modeling Helpers
271(3)
Using Dummy and Point objects
271(1)
Measuring coordinate distances
272(2)
Summary
274(1)
Chapter 11 Introducing Modifiers and Using the Modifier Stack
275(32)
Exploring the Modifier Stack
275(9)
Understanding Base Objects
275(1)
Applying modifiers
276(1)
Other Modifier Stack entities
276(1)
Using the Modifier Stack
276(3)
Reordering the Stack
279(1)
Tutorial: Creating a molecular chain
279(1)
Holding and fetching a scene
280(1)
Collapsing the Stack
281(1)
Using the Collapse utility
281(1)
Using gizmo subobjects
282(1)
Tutorial: Squeezing a plastic bottle
282(1)
Modifying subobjects
283(1)
Topology dependency
283(1)
Exploring Modifier Types
284(22)
Object-Space versus World-Space modifiers
285(1)
Selection modifiers
285(3)
Parametric Deformer modifiers
288(16)
Free Form Deformer modifiers
304(2)
Summary
306(1)
Chapter 12 Drawing and Editing 2D Splines and Shapes
307(42)
Drawing in 2D
307(14)
Working with shape primitives
308(11)
Tutorial: Drawing a company logo
319(1)
Tutorial: Viewing the interior of a heart
320(1)
Editing Splines
321(19)
Editable Splines versus the Edit Spline modifier
321(1)
Making splines renderable
321(1)
Selecting spline subobjects
321(3)
Controlling spline geometry
324(4)
Editing vertices
328(6)
Editing segments
334(2)
Editing Spline subobjects
336(4)
Using Spline Modifiers
340(8)
Spline-specific modifiers
340(3)
Moving splines to 3D
343(5)
Summary
348(1)
Chapter 13 Modeling with Polygons and Patches
349(50)
Understanding Poly Objects
349(2)
Creating Editable Poly Objects
351(1)
Converting objects
351(1)
Collapsing to a mesh object
351(1)
Applying the Edit Poly modifier
351(1)
Editing Poly Objects
351(28)
Editable Poly subobject modes
352(1)
Subobject selection
353(2)
Tutorial: Modeling a clown head
355(1)
Editing geometry
355(8)
Editing Vertex subobjects
363(3)
Editing Edge subobjects
366(4)
Editing Border subobjects
370(2)
Editing Polygon and Element subobjects
372(4)
Surface properties
376(2)
Tutorial: Modeling a tooth
378(1)
Introducing Patch Grids
379(2)
Creating a patch grid
380(1)
Tutorial: Creating a checkerboard
380(1)
Editing Patches
381(13)
Editable patches versus the Edit Patch modifier
382(1)
Selecting patch subobjects
382(2)
Working with patch Geometry
384(1)
Editing vertices
385(3)
Editing handles
388(1)
Editing edges
388(2)
Editing patch and element subobjects
390(3)
Tutorial: Creating a maple leaf from patches
393(1)
Using Modifiers on Patch Objects
394(4)
Patch Select modifier
394(1)
Edit Patch modifier
394(1)
Delete Patch modifier
395(1)
Using the Surface tools
395(3)
Summary
398(1)
Chapter 14 Using the Graphite Modeling Tools and Painting with Objects
399(36)
Working with the Graphite Modeling Tools
399(21)
Using the Polygon Modeling panel
401(3)
Using the Modify Selection panel
404(2)
Editing geometry
406(7)
Editing Vertex subobjects
413(2)
Editing Edge and Border subobjects
415(2)
Editing Polygon and Element subobjects
417(2)
Surface properties
419(1)
Using the Freeform Tools
420(4)
Using the PolyDraw tools
420(3)
Using the Paint Deform tools
423(1)
Using the Selection Tools
424(3)
Selecting Tops, Open, and Non-Quads
424(1)
Copying and pasting selections
424(1)
Selecting by criteria
425(2)
Using the Object Paint Tools
427(7)
Selecting an object to paint with
427(1)
Painting with objects
428(2)
Painting with multiple objects
430(1)
Painting on objects
431(1)
Using the Paint Fill mode
432(1)
Painting with animated objects
432(1)
Tutorial: Painting a scar
433(1)
Summary
434(1)
Part IV Materials, Cameras, and Lighting Basics
435(132)
Chapter 15 Using the Slate Material Editor
437(16)
Understanding Material Properties
437(3)
Colors
437(1)
Opacity and transparency
438(1)
Reflection and refraction
439(1)
Shininess and specular highlights
439(1)
Other properties
439(1)
Working with the Slate Material Editor
440(8)
Using the Slate Material Editor controls
440(2)
Loading the Material Node View panel
442(1)
Navigating the Material Node View panel
442(2)
Selecting and applying materials
444(1)
Changing the material preview
444(1)
Selecting objects by material
445(1)
Setting Slate Material Editor preferences
445(1)
Removing materials and maps
445(1)
Using the Fix Ambient utility
446(1)
Tutorial: Coloring Easter eggs
446(2)
Using the Material/Map Browser
448(1)
Working with libraries
448(1)
Tutorial: Loading a custom material library
449(1)
Using the Material Explorer
449(3)
Summary
452(1)
Chapter 16 Creating and Applying Standard Materials
453(14)
Using the Standard Material
453(1)
Using Shading Types
453(7)
Blinn shader
454(2)
Phong shader
456(1)
Anisotropic shader
457(1)
Multi-Layer shader
457(1)
Oren-Nayar-Blinn shader
458(1)
Metal shader
458(1)
Strauss shader
458(1)
Translucent shader
459(1)
Tutorial: Making curtains translucent
459(1)
Accessing Other Parameters
460(5)
Extended Parameters rollout
460(1)
SuperSampling rollout
461(1)
Maps rollout
462(1)
Dynamic Properties rollout
463(1)
DirectX Manager rollout
463(1)
Mental ray connection rollout
463(1)
Tutorial: Coloring a dolphin
463(2)
Summary
465(2)
Chapter 17 Adding Material Details with Maps
467(40)
Understanding Maps
467(1)
Different map types
467(1)
Enabling the global viewport rendering setting
468(1)
Using Real-World maps
468(1)
Working with Maps
468(3)
Connecting maps to materials
469(2)
Understanding Map Types
471(25)
2D maps
471(11)
3D maps
482(6)
Compositor maps
488(2)
Color Modifier maps
490(2)
Miscellaneous maps
492(4)
Using the Maps Rollout
496(4)
Tutorial: Aging objects for realism
498(2)
Using the Map Path Utility
500(1)
Using Map Instances
500(1)
Creating Textures with External Tools
501(4)
Creating material textures using Photoshop
501(2)
Capturing digital images
503(1)
Scanning images
504(1)
Tutorial: Creating a fishing net
504(1)
Summary
505(2)
Chapter 18 Creating Compound Materials and Using Material Modifiers
507(14)
Using Compound Materials
507(7)
Blend
508(1)
Composite
509(1)
Double Sided
510(1)
Multi/Sub-Object
510(1)
Tutorial: Creating a patchwork quilt
510(2)
Morpher
512(1)
Shell
513(1)
Shellac
513(1)
Top/Bottom
513(1)
Tutorial: Surfing the waves
513(1)
Applying Multiple Materials
514(2)
Using material IDs
514(1)
Tutorial: Mapping die faces
515(1)
Using the Clean MultiMaterial utility
515(1)
Material Modifiers
516(4)
Material modifier
516(1)
MaterialByElement modifier
516(1)
Tutorial: Creating random marquee lights with the MaterialByElement modifier
517(1)
Disp Approx and Displace Mesh modifiers
517(1)
Tutorial: Displacing geometry with a bitmap
518(2)
Summary
520(1)
Chapter 19 Configuring and Aiming Cameras
521(16)
Learning to Work with Cameras
521(8)
Creating a camera object
522(1)
Creating a camera view
522(1)
Tutorial: Setting up an opponent's view
523(1)
Controlling a camera
524(2)
Aiming a camera
526(1)
Tutorial: Watching a rocket
526(1)
Aligning cameras
526(2)
Tutorial: Seeing the dinosaur's good side
528(1)
Setting Camera Parameters
529(7)
Lens settings and field of view
529(1)
Camera type and display options
530(1)
Environment ranges and clipping planes
530(1)
Camera Correction modifier
531(1)
Creating multi-pass camera effects
531(1)
Using the Depth of Field effect
531(2)
Tutorial: Applying a Depth of Field effect to a row of windmills
533(1)
Using the Motion Blur effect
534(1)
Tutorial: Using a Motion Blur multi-pass camera effect
535(1)
Summary
536(1)
Chapter 20 Using Lights and Basic Lighting Techniques
537(30)
Understanding the Basics of Lighting
537(3)
Natural and artificial light
537(1)
A standard lighting method
538(1)
Shadows
539(1)
Getting to Know the Light Types
540(3)
Default lighting
540(1)
Ambient light
541(1)
Standard lights
541(1)
Photometric lights
542(1)
Creating and Positioning Light Objects
543(3)
Transforming lights
543(1)
Viewing lights and shadows in the viewport
543(1)
Listing lights
544(1)
Placing highlights
545(1)
Tutorial: Lighting the snowman's face
545(1)
Viewing a Scene from a Light
546(2)
Light viewport controls
546(2)
Tutorial: Lighting a lamp
548(1)
Altering Light Parameters
548(7)
General parameters
549(1)
The Intensity/Color/Attenuation rollout
550(1)
Spotlight and directional light parameters
550(1)
Advanced Effects
551(1)
Shadow parameters
551(1)
Optimizing lights
552(1)
Manipulating Hotspot and Falloff cones
552(1)
Photometric light parameters
552(3)
Using the Sunlight and Daylight Systems
555(3)
Using the Compass helper
555(1)
Understanding Azimuth and Altitude
556(1)
Specifying date and time
557(1)
Specifying location
557(1)
Tutorial: Animating a day in 20 seconds
557(1)
Using Volume Lights
558(7)
Volume light parameters
559(1)
Tutorial: Showing car headlights
560(1)
Tutorial: Creating laser beams
561(1)
Using projector maps and raytraced shadows
562(1)
Tutorial: Projecting a trumpet image on a scene
563(1)
Tutorial: Creating a stained-glass window
563(2)
Summary
565(2)
Part V Animation and Rendering Basics
567(68)
Chapter 21 Understanding Animation and Keyframes
569(24)
Using the Time Controls
569(2)
Setting frame rate
570(1)
Setting speed and direction
570(1)
Using Time Tags
571(1)
Working with Keys
571(4)
Auto Key mode
572(1)
Set Key mode
572(1)
Tutorial: Rotating a windmill's blades
573(1)
Copying parameter animation keys
574(1)
Deleting all object animation keys
575(1)
Using the Track Bar
575(1)
Viewing and Editing Key Values
576(1)
Using the Motion Panel
577(4)
Setting parameters
578(1)
Using trajectories
578(2)
Tutorial: Making an airplane follow a looping path
580(1)
Using the Follow/Bank utility
580(1)
Using Ghosting
581(1)
Animation Preferences
582(2)
Animating Objects
584(5)
Animating cameras
584(1)
Tutorial: Animating darts hitting a dartboard
584(1)
Animating lights
585(1)
Animating materials
586(1)
Creating Image File Lists
587(1)
Generating IFL files with the IFL Manager Utility
587(1)
Tutorial: What's on TV?
588(1)
Working with Previews
589(2)
Creating previews
589(2)
Viewing previews
591(1)
Renaming previews
591(1)
Summary
591(2)
Chapter 22 Animating with Constraints and Simple Controllers
593(20)
Restricting Movement with Constraints
593(11)
Using constraints
594(1)
Working with the constraints
594(10)
Understanding Controller Types
604(1)
Assigning Controllers
604(3)
Automatically assigned controllers
604(1)
Assigning controllers with the Animation menu
605(1)
Assigning controllers in the Motion panel
606(1)
Assigning controllers in the Track View
606(1)
Setting default controllers
607(1)
Examining Some Simple Controllers
607(5)
Noise controller
609(1)
Spring controller
609(3)
Summary
612(1)
Chapter 23 Rendering a Scene and Enabling Quicksilver
613(22)
Render Parameters
613(10)
Initiating a render job
614(2)
Common parameters
616(3)
E-mail notifications
619(1)
Adding pre-render and post-render scripts
619(1)
Assigning renderers
620(1)
Scanline A-Buffer renderer
620(2)
Quicksilver Hardware Renderer
622(1)
Rendering Preferences
623(2)
Using the Rendered Frame Window
625(2)
Using the Render Types
626(1)
Previewing with ActiveShade
627(1)
Using the RAM Player
627(3)
Using Command-Line Rendering
630(1)
Creating Panoramic Images
630(1)
Getting Printer Help
631(1)
Creating an Environment
632(2)
Defining the rendered environment
632(2)
Summary
634(1)
Part VI Advanced Modeling
635(124)
Chapter 24 Building Complex Scenes with Containers and XRefs and Using Asset Tracking
637(18)
Working with Containers
637(5)
Creating and filling containers
638(2)
Closing and saving containers
640(1)
Updating and reloading containers
640(1)
Setting container rules
640(1)
Using container proxies
641(1)
Setting global container preferences
642(1)
Referencing External Objects
642(8)
Using XRef scenes
643(3)
Using XRef objects
646(2)
Using material XRefs
648(1)
Merging modifiers
649(1)
Using proxies
649(1)
Controller XRefs
649(1)
Configuring XRef paths
649(1)
Setting Up Asset Tracking
650(4)
Checking in and checking out
651(1)
Using the Asset Tracking interface
651(1)
Logging in
651(1)
Selecting a working folder
652(1)
Getting and adding Vault files
652(1)
Loading older file versions
653(1)
Changing asset paths
653(1)
Working with proxies
654(1)
Summary
654(1)
Chapter 25 Working with the Schematic View
655(20)
Using the Schematic View Window
655(9)
The Graph Editors menu options
655(1)
The Schematic View interface
656(3)
Working with Schematic View nodes
659(5)
Working with Hierarchies
664(4)
Using the Display floater
664(1)
Connecting nodes
665(1)
Copying modifiers and materials between nodes
666(1)
Assigning controllers and wiring parameters
666(1)
Tutorial: Linking a character with the Schematic View
666(2)
Setting Schematic View Preferences
668(4)
Limiting nodes
668(1)
Working with grids and backgrounds
669(1)
Display preferences
670(1)
Tutorial: Adding a background image to the Schematic View
670(2)
Using List Views
672(1)
Summary
673(2)
Chapter 26 Deforming Surfaces and Using the Mesh Modifiers
675(20)
The Basics of Deformation Painting
675(3)
Painting deformations
675(2)
Accessing brush presets
677(1)
Using the Deformation Brushes
678(2)
Controlling the deformation direction
678(1)
Limiting the deformation
678(1)
Committing any changes
678(1)
Using the Relax and Revert brushes
678(1)
Tutorial: Adding veins to a forearm
679(1)
Setting Painter Options
680(1)
Primitive Maintenance Modifiers
681(1)
Edit Mesh modifier
681(1)
Edit Poly modifier
681(1)
Edit Geometry Modifiers
682(8)
Cap Holes modifier
682(1)
Delete Mesh modifier
682(1)
Extrude modifier
683(1)
Face Extrude modifier
683(1)
Tutorial: Extruding a bullet
684(1)
ProOptimizer modifier
684(2)
Tutorial: Creating a low-res hand
686(1)
Quadify Mesh modifier
687(1)
Smooth modifier
688(1)
Symmetry modifier
688(1)
Tutorial: Creating symmetrical antlers
688(2)
Tessellate modifier
690(1)
Vertex Weld modifier
690(1)
Miscellaneous Modifiers
690(2)
Edit Normals
690(1)
Normal modifier
691(1)
STL Check modifier
691(1)
Subdivision Surface Modifiers
692(2)
MeshSmooth modifier
692(1)
TurboSmooth modifier
692(1)
Tutorial: Smoothing a birdbath
692(1)
HSDS modifier
693(1)
Summary
694(1)
Chapter 27 Working with Compound Objects
695(38)
Understanding Compound Object Types
695(1)
Morphing Objects
696(2)
Creating Morph keys
696(1)
Morph objects versus the Morph modifier
697(1)
Tutorial: Morphing a woman's face
697(1)
Creating Conform Objects
698(3)
Setting a vertex projection direction
699(1)
Tutorial: Placing a facial scar
700(1)
Creating a ShapeMerge Object
701(2)
Cookie Cutter and Merge options
701(1)
Tutorial: Using the ShapeMerge compound object
702(1)
Creating a Terrain Object
703(3)
Coloring elevations
704(1)
Tutorial: Creating an island with the Terrain compound object
704(2)
Using the Mesher Object
706(1)
Working with BlobMesh Objects
706(2)
Setting BlobMesh parameters
707(1)
Tutorial: Creating icy geometry with BlobMesh
707(1)
Creating a Scatter Object
708(4)
Working with Source objects
709(1)
Working with Distribution objects
710(1)
Setting Transforms
711(1)
Speeding updates with a proxy
711(1)
Loading and saving presets
711(1)
Tutorial: Covering the island with trees
711(1)
Creating Connect Objects
712(2)
Filling object holes
713(1)
Tutorial: Creating a park bench
713(1)
Creating a Loft Object
714(12)
Using the Get Shape and Get Path buttons
715(1)
Controlling surface parameters
715(1)
Changing path parameters
715(1)
Setting skin parameters
716(1)
Tutorial: Designing a slip-proof hanger
717(1)
Deforming Loft objects
718(1)
The Deformation window interface
718(3)
Scale Deformation
721(1)
Twist Deformation
721(1)
Teeter Deformation
721(1)
Bevel Deformation
721(1)
Fit Deformation
722(1)
Modifying Loft subobjects
723(1)
Comparing shapes
724(1)
Editing Loft paths
724(1)
Tutorial: Creating drapes
725(1)
Loft objects versus surface tools
725(1)
Working with ProBoolean and ProCutter Objects
726(5)
Using ProBoolean
726(3)
Tutorial: Creating a keyhole
729(1)
Using ProCutter
730(1)
Tutorial: Creating a jigsaw puzzle
730(1)
Summary
731(2)
Chapter 28 Working with Solids and Body Objects
733(8)
Importing CAD Objects
733(1)
Converting Max Objects to Body Objects
734(1)
Working with Body Objects
735(3)
Editing Body Objects
735(1)
Applying modifiers to Body Objects
736(1)
Using Boolean operations with Body Objects
736(1)
Using the Join Bodies and Body Cutter features
736(2)
Setting display and rendering properties
738(1)
Exporting Body Objects
738(1)
Summary
739(2)
Chapter 29 Adding and Styling Hair and Fur, and Using Cloth
741(18)
Understanding Hair
741(1)
Working with Hair
742(5)
Growing hair
742(1)
Setting hair properties
743(2)
Tutorial: Adding a spline fringe to a quilt
745(2)
Styling Hair
747(5)
Using the Style interface
747(2)
Tutorial: Creating a set of fuzzy dice
749(1)
Using hair presets
750(1)
Using hair instances
750(2)
Rendering Hair
752(1)
Understanding Cloth
752(1)
Creating Cloth
753(5)
Using Garment Maker to define cloth
753(2)
Creating cloth from geometry objects
755(1)
Tutorial: Clothing a 3D model
756(2)
Summary
758(1)
Part VII Advanced Materials
759(68)
Chapter 30 Using Specialized Material Types
761(12)
Using the Matte/Shadow Material
761(2)
Matte/Shadow Basic Parameters rollout
761(1)
Tutorial: Adding 3D objects to a scene
762(1)
Using the Ink `n' Paint Material
763(2)
Controlling paint and ink
763(1)
Tutorial: Cartooning a turtle
764(1)
Using Architectural Materials
765(1)
Using the DirectX and MetaSL Shader Material
766(1)
Using mental ray Materials and Shaders
767(5)
Understanding shaders
768(1)
Accessing mental ray materials and shaders
769(1)
Using the Autodesk Material Library and the Arch & Design materials
769(1)
Using the ProMaterials
770(1)
Using the Car Paint material
771(1)
Combining bump and displacement maps
771(1)
Using the Subsurface Scattering materials
771(1)
Summary
772(1)
Chapter 31 Painting in the Viewport Canvas and Rendering Surface Maps
773(16)
Using the Viewport Canvas
773(10)
Setting up an object for painting
774(1)
Using the Canvas brushes
775(2)
Painting with images
777(1)
Using paint layers
778(2)
Painting in 2D
780(1)
Using the paint options
780(2)
Tutorial: Face painting
782(1)
Using Vertex Colors
783(3)
Assigning vertex colors
783(1)
Painting vertices with the Vertex Paint modifier
783(2)
Tutorial: Marking heart tension
785(1)
The Assign Vertex Color utility
786(1)
Rendering Surface Maps
786(2)
Summary
788(1)
Chapter 32 Unwrapping UVs and Mapping Textures
789(26)
Mapping Modifiers
789(4)
UVW Map modifier
790(1)
Tutorial: Using the UVW Map modifier to apply decals
790(2)
UVW Mapping Add and Clear modifiers
792(1)
UVW XForm modifier
793(1)
Map Scaler modifier
793(1)
Camera Map modifier
793(1)
Using the Unwrap UVW Modifier
793(15)
The Edit UVWs interface
793(6)
Tutorial: Controlling the mapping of a covered wagon
799(3)
Rendering UV templates
802(1)
Relaxing vertices
803(1)
Using the Quick Planar Map
803(1)
Mapping multiple objects
804(1)
Tutorial: Creating a mapping for a fighter plane
804(2)
Using the Spline mapping
806(1)
Tutorial: Spline mapping a snake
807(1)
Using Pelt Mapping
808(6)
Selecting seams
809(1)
Positioning the projection gizmo
809(2)
Stretching the pelt mapping
811(1)
Tutorial: Using pelt mapping
812(2)
Summary
814(1)
Chapter 33 Creating Baked Textures and Normal Maps
815(12)
Using Channels
815(2)
Using the Map Channel Info dialog box
816(1)
Select by Channel modifier
817(1)
Rendering to a Texture
817(5)
General Settings
818(1)
Selecting objects to bake
818(1)
Output settings
819(1)
Baked Material and Automatic Mapping settings
820(1)
Tutorial: Baking the textures for a dog model
821(1)
Creating Normal Maps
822(4)
Using the Projection modifier
823(1)
Setting Projection Mapping options
823(1)
Tutorial: Creating a normal map for an optimized gator
824(2)
Summary
826(1)
Part VIII Advanced Animation Techniques
827(92)
Chapter 34 Using Animation Layers, Modifiers, and Complex Controllers
829(34)
Using the Animation Layers Toolbar
829(2)
Working with Animation Layers
831(2)
Enabling animation layers
831(1)
Setting animation layers properties
832(1)
Collapsing animation layers
832(1)
Tutorial: Using animation layers for a plane takeoff
832(1)
Saving Animation Files
833(1)
Saving general animations
834(1)
Loading Animation Sequences
834(3)
Mapping animated objects
835(1)
Using the Map Animation dialog box
836(1)
Retargeting animations
836(1)
Baking Animation Keys with the Point Cache Modifier
837(2)
Tutorial: Trees in a hurricane
838(1)
Using the Animation Modifiers
839(9)
Morpher modifier
839(1)
Tutorial: Morphing facial expressions
840(1)
Using the Flex modifier
841(4)
Melt modifier
845(1)
PatchDeform and SurfDeform modifiers
845(1)
Tutorial: Deforming a car going over a hill
846(1)
PathDeform modifier
846(1)
Linked XForm modifier
846(2)
SplinelK Control modifier
848(1)
Attribute Holder modifier
848(1)
Examining Complex Controllers
848(14)
Transform controllers
848(1)
Position track controllers
849(6)
Rotation and Scale track controllers
855(1)
Parameter controllers
855(7)
Summary
862(1)
Chapter 35 Animating with the Expression Controller and Wiring Parameters
863(18)
Working with Expressions in Spinners
863(1)
Understanding the Expression Controller Interface
864(6)
Defining variables
865(1)
Building expressions
866(1)
Debugging and evaluating expressions
867(1)
Managing expressions
868(1)
Tutorial: Creating following eyes
868(2)
Using Expression Controllers
870(2)
Animating transforms with the Expression controller
870(1)
Animating parameters with the Float Expression controller
870(1)
Tutorial: Inflating a balloon
870(2)
Animating materials with the Expression controller
872(1)
Wiring Parameters
872(3)
Using the Parameter Wiring dialog box
872(1)
Manipulator helpers
873(1)
Tutorial: Controlling a crocodile's bite
874(1)
Collecting Parameters
875(3)
Adding Custom Parameters
878(2)
Summary
880(1)
Chapter 36 Working with Function Curves in the Track View
881(38)
Learning the Track View Interface
881(10)
The Track View layouts
882(1)
Track View menus and toolbars
883(6)
Controller and Key panes
889(1)
Lower interface toolbars
890(1)
Working with Keys
891(4)
Selecting keys
892(1)
Using soft selection
893(1)
Adding and deleting keys
893(1)
Moving, sliding, and scaling keys
893(1)
Editing keys
893(1)
Using the Randomize Keys utility
894(1)
Using the Euler Filter utility
894(1)
Displaying keyable icons
894(1)
Editing Time
895(1)
Selecting time and the Select Keys by Time utility
895(1)
Deleting, cutting, copying, and pasting time
896(1)
Reversing, inserting, and scaling time
896(1)
Setting ranges
896(1)
Editing Curves
896(11)
Inserting new keys and moving keys
897(1)
Tutorial: Animating a monorail
897(3)
Drawing curves
900(1)
Reducing keys
900(1)
Working with tangents
901(1)
Tutorial: Animating a flowing river
902(1)
Applying out-of-range, ease, and multiplier curves
903(2)
Tutorial: Animating a wind-up teapot
905(2)
Filtering Tracks and Creating Track Sets
907(2)
Using the Filters dialog box
908(1)
Creating a track set
908(1)
Working with Controllers
909(6)
Using visibility tracks
910(1)
Adding note tracks
910(1)
Tutorial: Animating a hazard light
910(2)
Tutorial: Animating a checkers move
912(3)
Using the ProSound Plug-in
915(2)
Tutorial: Adding sound to an animation
916(1)
Summary
917(2)
Part IX Working with Characters
919(72)
Chapter 37 Understanding Rigging and Working with Bones
921(8)
Creating a Rigging Workflow
921(1)
Building a Bones System
922(3)
Assigning an IK Solver
922(1)
Setting bone parameters
923(1)
Tutorial: Creating a bones system for an alligator
924(1)
Using the Bone Tools
925(3)
Reordering bones
926(1)
Refining and mirroring bones
926(1)
Coloring bones
927(1)
Adjusting fins
928(1)
Making objects into bones
928(1)
Summary
928(1)
Chapter 38 Working with Inverse Kinematics
929(18)
Forward Kinematics versus Inverse Kinematics
929(1)
Creating an Inverse Kinematics System
930(4)
Building and linking a system
930(1)
Selecting a terminator
930(1)
Defining joint constraints
931(1)
Copying, pasting, and mirroring joints
932(1)
Binding objects
932(1)
Understanding precedence
932(1)
Tutorial: Controlling a backhoe
932(2)
Using the Various Inverse Kinematics Methods
934(12)
Interactive IK
934(2)
Applied IK
936(1)
History Independent IK solver
937(3)
History Dependent IK solver
940(2)
Tutorial: Animating a spyglass with the HD IK solver
942(1)
IK Limb solver
943(1)
Tutorial: Animating a spider's leg with the IK Limb solver
943(2)
Spline IK solver
945(1)
Tutorial: Building an IK Spline alligator
945(1)
Summary
946(1)
Chapter 39 Animating with CAT and Creating Crowds
947(26)
Character Creation Workflow
947(1)
Creating a CAT Rig
948(8)
Using prebuilt CAT rigs
948(1)
Modifying prebuilt CAT rigs
949(2)
Using custom meshes
951(1)
Tutorial: Editing the head bone
952(1)
Building a custom CAT rig
953(2)
Naming CAT bones
955(1)
Tutorial: Building a custom CAT rig to match a skin mesh
955(1)
Animating a CAT Rig
956(8)
Blending absolute animation layers
958(1)
Using adjustment animation layers
959(1)
Creating a walk cycle with a CAT motion layer
959(3)
Tutorial: Animating a character walking along a path
962(2)
Working with Muscles
964(3)
Using muscle strands
964(1)
Using CAT muscles
964(2)
Tutorial: Adding muscles to a rig
966(1)
Creating Crowds
967(5)
Using Crowd and Delegate helpers
967(1)
Scattering delegates
967(2)
Setting delegate parameters
969(1)
Assigning behaviors
969(1)
Solving the simulation
970(1)
Tutorial: Rabbits in the forest
971(1)
Summary
972(1)
Chapter 40 Skinning Characters
973(18)
Understanding Your Character
973(2)
The curse and blessing of symmetry
974(1)
Dealing with details
974(1)
Animated Skin Modifiers
975(14)
Understanding the skinning process
975(1)
Binding to a skeleton
975(11)
Using the Skin Wrap modifiers
986(1)
Tutorial: Making a simple squirt bottle walk
986(1)
Using the Skin Morph modifier
987(1)
Tutorial: Bulging arm muscles
987(2)
Using Character Animation Techniques
989(1)
Summary
989(2)
Part X Dynamic Animation
991(84)
Chapter 41 Creating Particles and Particle Flow
993(30)
Understanding the Various Particle Systems
993(1)
Creating a Particle System
994(1)
Using the Spray and Snow Particle Systems
995(2)
Tutorial: Creating rain showers
995(1)
Tutorial: Creating a snowstorm
996(1)
Using the Super Spray Particle System
997(11)
Super Spray Basic Parameters rollout
997(1)
Particle Generation rollout
998(1)
Particle Type rollout
999(5)
Rotation and Collision rollout
1004(1)
Tutorial: Basketball shooting practice
1005(1)
Object Motion Inheritance rollout
1006(1)
Bubble Motion rollout
1006(1)
Particle Spawn rollout
1007(1)
Load/Save Presets rollout
1008(1)
Using the Blizzard Particle System
1008(1)
Using the PArray Particle System
1009(2)
Splitting an object into fragments
1010(1)
Tutorial: Creating rising steam
1010(1)
Using the PCloud Particle System
1011(1)
Using Particle System Maps
1011(2)
Using the Particle Age map
1012(1)
Using the Particle MBlur map
1012(1)
Tutorial: Creating jet engine flames
1012(1)
Controlling Particles with Particle Flow
1013(8)
The Particle View window
1013(1)
The Standard Flow
1014(1)
Working with actions
1015(1)
Tutorial: Creating an avalanche
1015(1)
Using Particle Flow helpers
1016(1)
Wiring events
1016(1)
Tutorial: Moths chasing a light
1017(1)
Debugging test actions
1018(1)
Tutorial: Firing at a fleeing spaceship
1019(2)
Summary
1021(2)
Chapter 42 Using Space Warps
1023(22)
Creating and Binding Space Warps
1023(1)
Creating a Space Warp
1023(1)
Binding a Space Warp to an object
1024(1)
Understanding Space Warp Types
1024(17)
Force Space Warps
1024(8)
Deflector Space Warps
1032(3)
Geometric/Deformable Space Warps
1035(5)
Modifier-Based Space Warps
1040(1)
Combining Particle Systems with Space Warps
1041(3)
Tutorial: Shattering glass
1041(2)
Tutorial: Making water flow down a trough
1043(1)
Summary
1044(1)
Chapter 43 Simulating Physics-Based Motion with reactor
1045(22)
Understanding Dynamics
1045(1)
Using reactor
1046(2)
The reactor process
1046(1)
Tutorial: Filling a glass bowl
1047(1)
Using reactor Collections
1048(6)
Collection modifiers
1050(1)
Setting object properties
1050(3)
Tutorial: Throwing a shirt over a chair
1053(1)
Creating reactor Objects
1054(5)
Springs and Dashpots
1055(1)
Plane
1055(1)
Motor and Wind
1055(1)
Toy Car
1056(1)
Fracture
1056(1)
Tutorial: Smashing a gingerbread house
1056(2)
Water
1058(1)
Tutorial: Working with water
1058(1)
Calculating and Previewing a Simulation
1059(3)
Using the Preview window
1059(1)
Creating animation keys
1060(1)
Analyzing the scene
1061(1)
Tutorial: Dropping a plate of donuts
1061(1)
Constraining Objects
1062(4)
Using a Constraint Solver
1063(1)
Rag Doll constraint
1063(1)
Tutorial: Swinging into a wall
1064(2)
Reactor Troubleshooting
1066(1)
Summary
1066(1)
Chapter 44 Animating Hair and Cloth
1067(8)
Using Hair Dynamics
1067(3)
Making hair live
1067(1)
Setting properties
1068(1)
Enabling collisions
1068(1)
Enabling forces
1069(1)
Running a simulation
1069(1)
Tutorial: Simulating hair dynamics
1069(1)
Simulating Cloth Dynamics
1070(4)
Defining cloth properties and forces
1070(1)
Creating a cloth simulation
1071(1)
Viewing cloth tension
1072(1)
Tutorial: Draping cloth over a jet
1072(2)
Summary
1074(1)
Part XI Advanced Lighting and Rendering
1075(82)
Chapter 45 Working with Advanced Lighting, Light Tracing, and Radiosity
1077(18)
Selecting Advanced Lighting
1077(5)
How light tracing works
1078(1)
Enabling light tracing
1078(3)
Tutorial: Viewing color bleeding
1081(1)
Using Local Advanced Lighting Settings
1082(1)
Tutorial: Excluding Objects from Light Tracing
1083(1)
Understanding Radiosity
1084(6)
Lighting for radiosity
1085(4)
Tutorial: Lighting a house interior with radiosity
1089(1)
Using Local and Global Advanced Lighting Settings
1090(1)
Working with Advanced Lighting Materials
1091(1)
Advanced Lighting Override
1091(1)
Lightscape material
1092(1)
Using Lighting Analysis
1092(2)
Summary
1094(1)
Chapter 46 Using Atmospheric and Render Effects
1095(32)
Using Exposure Controls
1095(4)
Automatic, Linear, and Logarithmic Exposure Control
1096(1)
Pseudo Color Exposure Control
1096(1)
Photographic Exposure Control
1097(1)
Tutorial: Using the Logarithmic Exposure Control
1098(1)
Creating Atmospheric Effects
1099(1)
Working with the Atmospheric Apparatus
1099(1)
Adding effects to a scene
1099(1)
Using the Fire Effect
1100(5)
Tutorial: Creating the sun
1102(1)
Tutorial: Creating clouds
1103(2)
Using the Fog Effect
1105(3)
Using the Volume Fog effect
1106(1)
Tutorial: Creating a swamp scene
1107(1)
Using the Volume Light effect
1107(1)
Adding Render Effects
1108(2)
Creating Lens Effects
1110(12)
Global Lens Effects Parameters
1110(2)
Glow
1112(3)
Tutorial: Creating shocking electricity from a plug outlet
1115(1)
Tutorial: Creating neon
1116(1)
Ring
1117(1)
Ray
1117(1)
Star
1118(1)
Streak
1118(1)
Auto Secondary
1118(1)
Manual Secondary
1119(2)
Tutorial: Making an airplane sparkle
1121(1)
Using Other Render Effects
1122(4)
Blur render effect
1122(1)
Brightness and Contrast render effect
1123(1)
Color Balance render effect
1123(1)
File Output render effect
1124(1)
Film Grain render effect
1124(1)
Motion Blur render effect
1125(1)
Depth of Field render effect
1125(1)
Summary
1126(1)
Chapter 47 Rendering with mental ray
1127(14)
Enabling mental ray
1127(2)
Mental ray preferences
1128(1)
Mental ray Lights and Shadows
1129(4)
Enabling mental ray Shadow Maps
1130(1)
Using mental ray Sun & Sky
1130(2)
Using mental ray Sky Portal
1132(1)
Understanding Caustics and Photons
1133(3)
Tutorial: Using Caustic Photons to create a disco ball
1133(1)
Enabling caustics and global illumination for objects
1134(2)
Controlling Indirect Illumination
1136(3)
Rendering control
1137(1)
Advanced mental ray
1138(1)
Using mental ray proxies
1138(1)
Summary
1139(2)
Chapter 48 Batch and Network Rendering
1141(16)
Batch Rendering Scenes
1141(2)
Using the Batch Render tool
1141(1)
Managing scene states
1142(1)
Creating a stand-alone executable
1143(1)
Understanding Network Rendering
1143(1)
Setting Up a Network Rendering System
1144(1)
Starting the Network Rendering System
1144(6)
Tutorial: Initializing the network rendering system
1145(1)
Tutorial: Completing your first network rendering job
1146(3)
Job assignment options
1149(1)
Configuring the Network Manager and Servers
1150(2)
The network manager settings
1150(1)
The network servers settings
1151(1)
Logging Errors
1152(1)
Using the Monitor
1152(3)
Jobs
1153(1)
Servers
1154(1)
Summary
1155(2)
Part XII MAXScript and Plug-Ins
1157(46)
Chapter 49 Automating with MAXScript
1159(36)
What Is MAXScript?
1159(1)
MAXScript Tools
1160(11)
The MAXScript menu
1160(1)
The MAXScript Utility rollout
1160(1)
Tutorial: Using the SphereArray script
1161(1)
The MAXScript Listener window
1162(2)
Tutorial: Talking to the MAXScript interpreter
1164(2)
MAXScript Editor windows
1166(1)
The Macro Recorder
1166(2)
Tutorial: Recording a simple script
1168(1)
The MAXScript Debugger
1169(2)
Setting MAXScript Preferences
1171(1)
Types of Scripts
1172(1)
Macro scripts
1172(1)
Scripted utilities
1173(1)
Scripted right-click menus
1173(1)
Scripted mouse tools
1173(1)
Scripted plug-ins
1173(1)
Writing Your Own MAXScripts
1173(15)
Variables and data types
1173(2)
Tutorial: Using variables
1175(1)
Program flow and comments
1175(1)
Expressions
1176(2)
Conditions
1178(1)
Collections and arrays
1179(1)
Loops
1180(1)
Functions
1181(1)
Tutorial: Creating a school of fish
1182(1)
Part 1 Making the fish follow a path
1182(2)
Part 2 Adding body rotation and tail animation
1184(3)
Part 3 Animating the second fish
1187(1)
Learning the Visual MAXScript Editor Interface
1188(2)
The Editor interface
1188(1)
The menus and the main toolbar
1189(1)
Toolbar elements
1189(1)
Laying Out a Rollout
1190(4)
Aligning and spacing elements
1191(1)
Tutorial: Building a custom rollout with the Visual MAXScript Editor
1191(3)
Summary
1194(1)
Chapter 50 Expanding Max with Third-Party Plug-Ins
1195(8)
Using Turbo Squid Tentacles
1195(1)
Working with Plug-Ins
1196(4)
Installing plug-ins
1197(1)
Viewing installed plug-ins
1197(2)
Tutorial: Installing and using the AfterBurn plug-in demo
1199(1)
Locating Plug-Ins
1200(1)
Summary
1201(2)
Appendix A What's New with 3ds Max 2011
1203(4)
Major Improvements
1203(2)
Quicksilver Hardware Renderer
1204(1)
Composite 2011
1204(1)
Slate Material Editor
1204(1)
Viewport Canvas
1204(1)
Object Paint
1204(1)
Improved containers
1204(1)
Autodesk Material Library
1205(1)
Character Animation Toolset (CAT)
1205(1)
Parameter caddies
1205(1)
Ribbon customization
1205(1)
Minor Improvements
1205(2)
Appendix B What's on the DVD
1207(4)
System Requirements
1207(1)
Using the DVD with Windows
1208(1)
What's on the DVD
1208(1)
Author-created materials
1208(1)
Applications
1208(1)
3D models
1209(1)
eBook version of 3ds Max 2011 Bible
1209(1)
Troubleshooting
1209(1)
Customer Care
1209(2)
Index 1211
Kelly Murdock has been authoring computer books for many years now and still gets immense enjoyment from the completed work. His book credits include various 3D, graphics, multimedia, and Web titles, including ten previous editions of this book, 3ds Max Bible. Other major accomplishments include Google SketchUp Bible, Edgeloop Character Modeling for 3D Professionals Only, Maya 6 and 7 Revealed, LightWave 3D 8 Revealed, The Official Guide to Anime Studio, Poser 6, 7, and 8 Revealed, 3D Game Animation For Dummies, gmax Bible, Adobe Atmosphere Bible, Master VISUALLY HTML and XHTML, JavaScript Visual Blueprint, and co-authoring duties on two editions of the Illustrator Bible (for versions 9 and 10) and five editions of the Adobe Creative Suite Bible. With a background in engineering and computer graphics, Kelly has been all over the 3D industry and still finds it fascinating. He's used high-level CAD workstations for product design and analysis, completed several large-scale visualization projects, created 3D models for feature films and games, worked as a freelance 3D artist, and even done some 3D programming. Kelly's been using 3D Studio since version 3 for DOS. Kelly has also branched into training others in 3D technologies. He currently works as a production manager for an upcoming game company.