3ds Max in 24h
3ds Max in 24h
3ds Max in 24h
Sams Teach Yourself 3ds Max in 24 Hourschallenge accepted! If you are looking for a textbook
to guide you through the intricacies of Autodesk 3ds Max, this is the 24 for you. Blending a
perfect balance of technical and demonstration, Stewarts witty, stylish, and pointed approach
to introducing 3D modeling, animation, and the 3D modeling production environment is well
worth staying up all day and night to read.
Dr. Tim J. Harrington, Teaching and Learning Applications Analyst
Sams Teach Yourself 3ds Max in 24 Hours is a great way to learn the basics of working in 3D on a
computer. This is a fantastic book for anyone who wants to start in this field.
Gregory Scott Johnson, Professor of Game Development, SCAD
For anyone looking to get a solid foot into the 3D industry, Sams Teach Yourself 3ds Max in
24 Hours is the perfect solution to get you started. Stewart Jones puts his years of experience
into 24 simple and concise hours that make learning the basics fun and then build into more
advanced steps as you work your way through. Sams Teach Yourself 3ds Max in 24 Hours is the
perfect guide to putting that first foot forward and opening the door to the exciting world of 3D.
Matthew Johnson, Principal 3D Artist
Sams Teach Yourself Teach Yourself 3ds Max in 24 Hours not only gets the reader started with 3ds
Max, it gives a comprehensive survey of all aspects of 3D. Through clear and succinct tutorials,
readers will learn to model, rig, skin, animate, create particles, utilize dynamic, fur, and even
experience a little scripting. Sams Teach Yourself 3ds Max in 24 Hours has everything needed to
get the successful digital artist proficient in 3ds Max in a short 24 hours. Youll keep this on your
shelf as a go-to resource guide for 3ds Max.
Tina OHailey, Dean of Digital Media, SCAD
Stewart Jones
SamsTeachYourself
3ds Max
24
Hours
in
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Editor-in-Chief
Mark Taub
Executive Editor
Laura Lewin
Development Editor
Songlin Qiu
Managing Editor
Kristy Hart
Senior Project Editor
Betsy Gratner
Copy Editor
Kitty Wilson
Indexer
WordWise
Publishing
Services
Proofreader
Williams Woods
Publishing
Technical Editors
Brad Clark
Tim Harrington
Greg Johnson
Matthew Johnson
Publishing
Coordinator
Olivia Basegio
Media Producer
Dan Scherf
Cover Designer
Mark Shirar
Compositor
Nonie Ratcliff
Contents at a Glance
Preface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xvii
HOUR 1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
2 Exploring the Interface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
3 Navigating the Viewports . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
4 Primitives and Transforms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
5 3ds Max Modifiers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
6 Sub-Object Exploration. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
7 3D Modeling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
8 Materials and Textures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
9 Computer Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
10 Illuminating Scenes Using Lights. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145
11 Adding and Editing 3D Cameras . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157
12 Rendering for Production . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 169
13 Combining Techniques to Create a Showcase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 185
14 Rigging Objects for Easier Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 201
15 Influencing Geometry Using Skinning Techniques . . . . . . . . . . . . . . . . . . . . . . . . . . 217
16 Character Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 233
17 Dynamic Simulations. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 255
18 Particles and Effects
.....................................................................
269
Table of Contents
Preface
xvii
HOUR 1 Introduction
What This Book Covers
1
..............................................................................
11
31
3D Space . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
The ViewCube. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
SteeringWheels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Viewport Navigation Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Viewport Configuration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
The Viewport Layout Tab. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Contents
vii
Q&A . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Workshop. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Exercise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
HOUR 4 Primitives and Transforms
41
Primitive Creation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Names and Colors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Types of Primitives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
More Than Primitives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Object Manipulation in 3D Space . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Q&A . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Workshop. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Exercise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
HOUR 5 3ds Max Modifiers
61
71
viii
HOUR 7 3D Modeling
85
109
..................................................................
114
..................................................................
116
131
145
Contents
ix
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154
Q&A . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154
Workshop. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155
Exercise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155
HOUR 11 Adding and Editing 3D Cameras
157
..........................................................................
166
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166
Q&A . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166
Workshop. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 167
Exercise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 167
HOUR 12 Rendering for Production
169
185
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 198
Q&A . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 198
Workshop. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 199
Exercise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 199
HOUR 14 Rigging Objects for Easier Animation
201
217
233
Contents
xi
255
269
...................................................................................
287
287
301
xii
315
331
351
Contents
HOUR 24 Conclusion
xiii
365
Index
377
Dedication
For the person who is always there for you. You know who that is.
Acknowledgments
This book would not have been possible without the guidance and support of some amazing
people. I hope they all know how thankful I am for their help, and Id like to take a little
time here to mention a few of them as they totally deserve the recognition for their awesomeness!
Kirsty, I love you. Youre amazing. Thank you for always making everything better and my
life so fantastic; without you, Id be a wreckor even more of a wreck than I currently am!
Thanks to my parents, Carol and Keith. Your love and support mean everything to me; I
cant thank you enough for always being there for me.
Susan and Nana, thank you for all your support and being there to listen to my random
chats. Oh, and of course thank you so much for that first super-awesome computer you
bought me that allowed me to start my journey into 3D.
Nathan, although your face did not appear in this book (like it did in my last one), thank
you for being the one who introduced me to 3ds Max way back in the day. I know that an
older version of this series of books helped you start out on your own 3D journey, and I hope
my version will do the same for others. Thanks for being a great friend!
A big thank you to everyone in the CG industry, as well as all the friends Ive made at so
many places throughout the world. Your drive, determination, and incredible talents keep
pushing me forward. Keep up the great work, everyone; Im sure Ill see you around!
Thank you to my technical editors: Brad, Greg, Tim, and Matt. The feedback, notes, comments, critiques, and thoughts you shared with me made this book so much better than it
would have been without you.
errata@informit.com
Mail:
Sams Publishing
ATTN: Reader Feedback
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7th Floor
New York, New York, 10013
Reader Services
Visit our website and register this book at informit.com/register for convenient access to any
updates, downloads, or errata that might be available for this book.
Preface
Welcome! Please sit down, make yourself comfortable, and relax. Before you get started on
your 24-hour-long journey into the world of 3D and Autodesk 3ds Max, lets take a bit of
time to get to know each other.
Ill start. My name is Stewart, and most people call me Stu. Ive been doing this kind of
thing for a while now.... Well, not typing creepy messages like this one, but you know
3D stuff. Like a lot of other folks, I started out my journey watching cartoons as a kid, and
through a series of twists and turns, I ended up in this creatively technically artistic (thats a
new term I just created right there) field of 3D and the entertainment industry.
All right, so Ive introduced myself. Who are you? This is probably much easier for you
to just tell me, but as there is no one else here, Im going to take a wild guess, and hopefully Im somewhere in the right area with it. Right, hang on while I channel my psychic
abilities.1
Youre human. Yes, most definitely. I see someone who is taking the first steps into the world
of 3D. I also notice that you want to learn more about Autodesk 3ds Max and what it has to
offer as a leading 3D software application. Yes, you are eager to start your adventure, and
youre a little bit sick of me rambling on. And youre starting to think that I might be actually a bit crazy. Or maybe you have picked up the wrong book completely!
Am I right? I am, arent I?
I knew it! Are you impressed?
Of course youre not! That was, obviously, a completely wild guess, and I may have hit a
home run, or I could be way off target, but only you and I know which it is! Well, that guy
behind you does as well. Just kidding! Or am I?
Enough with this babble! I do know that youre here to expand your mind and learn new
and wondrous techniques that will set you on the path to 3D excellence. Thank you for
choosing to take the first steps of your journey with me. Lets have some fun.
1I
HOUR 10
Illuminating Scenes
Using Lights
You are able to see an object because light reflects from the object into your eyes, which send
the data to your brain so it can process the data and form an image. You cant see without
lighthonest! Just as in nature, illumination in 3ds Max happens through a complex interaction of lights and objects.
Light can come from a number of sources, the most obvious being the sun, our source of natural
lighting, and from bulbs, which handle our real-world artificial lighting. It makes sense, then,
that 3ds Max also provides a number of lighting options that allow you to replicate both natural and artificial lighting within scenes.
This hour, you are going to take a look at the various lighting options available to you and how
you can use them to illuminate your 3D worlds and scenes.
146
Two main subcategories of lights are available: standard lights and photometric lights. You can
create lights just as you do any other objects, and you can also transform them by using the
Move, Rotate, and Scale tools.
Before you jump in and start creating lights, its important that you know that 3ds Max automatically provides a default lighting setup when you start the program. Read on to learn more.
Default Lighting
3ds Max provides you with default lighting if you have not specified (created) any lights yourself. This allows you to view any objects you create without having to worry about lighting the
scene first. The default lights disappear as soon as another light is created, and they magically
reappear if all other lights in the scene are deleted.
Shadows
Shadows are areas where light is obstructed by an object, causing a darker area than its surroundings. 3ds Max supports various types of shadow-casting options, and unlike in real life,
you have the ability to make only some lights cast shadows and others not. Work through the
following Try It Yourself to get a taste of this.
TRY IT YOURSELF
Casting Shadows Using Default Lighting
Follow these steps to see how the default lighting in 3ds Max casts shadows on objects you
create:
1. In a new scene, create a plane (a standard primitive, not an aircraft).
2. Create a sphere.
3. Move the sphere around to see how the default lighting in 3ds Max casts shadows onto
objects.
Ambient Light
Ambient light is general lighting that affects an entire scene; it is also called global ambient. It
has no source or direction but affects everything in a scene uniformly. Because ambient light has
an effect on everything, you can use it to your advantage to create a specific atmosphere or simply to adjust the overall color of a scene.
Figure 10.1 shows the Environment and Effects window, where you can manually adjust the ambient light for a scene.
147
FIGURE 10.1
The Environment and Effects window gives you access to the ambient light properties for each scene.
NOTE
TRY IT YOURSELF
Changing and Manipulating the Global Ambient Light Settings
It is incredibly simple to change the Global Lighting options in a 3ds Max scene, and these steps
show you how to do just that:
1. In a new scene, create some standard primitives or simply open a scene that you have
worked on previously that includes some geometry.
148
2. Open the Environment and Effects window by either pressing the 8 key on your keyboard
or selecting Rendering, Environment from the main menu. As shown in Figure 10.1, the
Environment and Effects window contains two tabs that separate the Environment and
Effects options. You need to worry about only the first tab (Environment) for now.
3. Ensure that the Environment tab is open and find the Common Parameters rollout, which
should be right at the top. The first section of this rollout contains options for changing and
affecting the background of the main scene.
4. Scroll down the Common Parameters rollout until you come to the Global Lighting options.
5. Find the Tint option under Global Lighting and click the white square to bring up a color
picker.
6. Manipulate and choose a color by using the color picker. Notice that your scene objects
are tinted in the color you are choosing. As you can see, changing this color can have a
dramatic effect on the visual look of a scene.
7. Change the Level option in this section to intensify or decrease the effect that the tint
has on the scene. Also try out the Ambient option, which behaves just like the Tint effect.
(The effect of the Ambient option is hard to see in your viewports, but you can see it in
renders quite easily. Youll learn about renders and rendering in Hour 12, Rendering for
Production, so make a note of where this ambient light setting is so you can find it again
in a few hours.)
Standard Lights
These standard lights are the standard lighting solution available for 3ds Max. Yeah, I know,
you kind of worked that one out for yourself, didnt you? These lights are truly 3D lightsthat
is, they are created in 3D (of course), but they have no comparison to real-world lighting solutions. Sure, a spotlight is something that you know from the real world, but the spotlight solution available in the Standard Lights list doesnt compare to any real-world parameters. This
might not seem like a big deal right now, but when you start having to think about realistic
lighting solutions and how the temperature of a light affects its color, youll see that these realworld parameters would come in pretty handy!
To create lights in 3ds Max, you have to head over to the Create tab, just as we usually do when
you want to create something. In the Create tab, under the Lights category, we see two subcategories, Standard and Photometric, as shown in Figure 10.2.
The Standard subcategory in 3ds Max give you a few good options to choose from:
u
Target Spot and Free SpotSpotlights cast a resizable beam of light either toward a target
or in a general direction.
Standard Lights
149
Target Direct and Free DirectDirect lights cast parallel rays of light in a single direction,
just like the sun. You can target these rays to a specific direction or simply rotate the Free
Direct version.
OmniOmni lights cast rays in all directions from a single source, just like a real-world
light bulb. In fact, the default lighting uses two of these omni lights in its setup.
mr Area Omni and mr Area SpotThese two lights are similar to the omni and spotlights
youve already seen; however, you use them specifically when youre using the Mental Ray
(mr) rendering system. If I were you, I would just forget about these lights for the moment,
until you dip your feet into Mental Ray rendering in Hour 20, Mental Ray Rendering.
FIGURE 10.2
Standard lighting is available in the Lights category on the Create tab. There are eight standard lights to
choose from!
150
FIGURE 10.3
The Standard subcategory offers a total of eight lighting options.
Photometric Lights
Choosing the Photometric subcategory limits the number of different lights you can create.
However, unlike the lights in the Standard subcategory, lights in the Photometric subcategory
behave like real-world lighting solutions.
The photometric lights have settings that relate directly to real-world light measurement values,
such as Intensity and Temperature. These values are often easiest to understand if youre used to
a bit of DIY or just general real-world lighting, although using them can take a little more time
to set up correctly than using the standard lighting options. However, 3ds Max comes with a
number of templates that can help you out, and they make it as easy as choosing 40W Bulb for a
40-watt bulb. Nice!
These are the options in the Photometric subcategory:
u
Target LightYou can aim a target light at a specified target, using the target sub-object
provided with this light.
Free LightYou can aim these lights by using the Move and Rotate tools.
mr Sky PortalOnce again, this is a Mental Rayspecific lighting option, and I advise you
to leave it alone for now as its a little too complex for your 3ds Max experience.
Figure 10.4 shows the few options you have available in the Photometric subcategory.
151
FIGURE 10.4
You have only three options available when you use the Photometric subcategory, but they allow you to use
real-world lighting measurements.
VIDEO 10.1
TRY IT YOURSELF
Using Standard Lights to Create a Flashlight Beam
Creating standard lights is incredibly simple. In the following steps, you will use a spotlight to create a beam of light that is emitted from a flashlight:
1. Open the file SAMS_Hour10_TorchStart.max. In this scene, a battery-operated flashlight is
pointed directly at a gray wall. You need to add lights so that the flashlight illuminates the
wall as you would expect.
152
2. On the Create tab, click the Lights category, and then move to the Standard subcategory.
You will use a spotlight for the flashlight.
3. Click the Free Spot button and then click once in the scene to create it. Right-click to end
the creation process. (If you dont right-click, youll be creating spotlights.) By adding a
spotlight to the scene, you force 3ds Max to remove the default lighting setup that it usually uses. This leaves your scene completely dark. However, if you move and rotate the
spotlight around, you should notice that it now casts light. You need to position the spotlight correctly, but its going to be a little difficult to do that with the scene being in total
darkness.
4. Open the Create tab once again, and in the Lights category, stay in the Standard subcategory and click the Omni button. Click in the scene to create an omni light. Your scene
brightens up once again.
5. Position your spotlight as shown in Figure 10.5.
FIGURE 10.5
The spotlight is correctly positioned in the scene so that it illuminates from the flashlight beam.
153
6. With the lights in place, edit some of their parameters to improve the look of the scene.
Click the omni light in the scene and then open the Modify tab.
7. Scroll down and expand the Intensity/Color/Attenuation rollout so that you have access to
the Multiplier parameter. Change the Multiplier setting to 0.1. This makes the scene a little
darker than it was before.
8. In the viewport, click the spotlight and open the Modify tab.
9. Scroll down the Modify tab and expand the Intensity/Color/Attenuation rollout. Time change
the Multiplier parameter to 5.0. This should make the spotlight super bright.
10. Still in the Modify tab, find and expand the Spotlight Parameters rollout. Change the
Horspot/Beam parameter to 1.0. Also change the Falloff/Field parameter to 95.0. You
should now have something that looks a little like Figure 10.6.
FIGURE 10.6
By editing the lighting parameters, you have enhanced the look of the scene and the spotlight beam of
the flashlight.
154
11. As an optional step, use the Select and Link tool (the first button on the main toolbar) to
link the spotlight to the yellow section of the flashlight. To do this, you grab hold of the yellow flashlight section and use the Move and Rotate tools to manipulate the flashlight and
the light. Be sure to check out the final flashlight file, SAMS_Hour10_TorchEnd.max, for an
example.
CAUTION
Summary
Lighting can really impact the visual appeal of a scene you are working with. This hour covers
the lighting options in 3ds Max, and youve even tried out some lighting for yourself. You should
be armed with enough skills and information to be able to light your own scenes way better
than the default lighting does.
Q&A
Q. Why is lighting so important in 3D?
A. In 3D, just like in the real world, lighting can have a dramatic effect on both the look and
feel of a scene or environment. It can help set the tone and mood for a whole animation or
just a single still frame.
Q. Why are there two subcategories, Standard and Photometric, for lighting in 3ds Max?
A. Photometric lights contain real-world parameters, which can be a little daunting for those
new to lighting in 3d Max; however, using them is the preferred method for lighting more
realistic or explicitly lit scenes. Standard lights give you non-real-world parameters that are
easier to use and can still give great effect, but in a less-daunting way. In general, photometric lights are more complex but give more accuracy, and standard lights are simpler to
use but require more trial and error to get something to look exactly how you want it to.
Exercise
155
Workshop
Lighting can dramatically improve the look and feel of a scene. This workshop asks a few questions that you should now be able to answer, and it includes an exercise that challenges you to
create a lighting setup that requires the use of photometric lights.
Quiz
1. When is the 3ds Max default lighting available?
2. What does ambient light do?
3. What are shadows?
4. What two lighting subcategories are available in 3ds Max?
Answers
1. The default lighting is available in 3ds Max when the program starts or when no other lights
are in the scene.
2. Ambient light controls the overall lighting for a whole scene.
3. Shadows are areas where light is obstructed by an object, causing an area to be darker
than its surroundings.
4. 3ds Max provides standard and photometric lighting options.
Exercise
Getting used to photometric lights can take a little while, and the small number of creation
options may seem limiting at first. However, their real-world parameters can make the application
of these kinds of lights a better choice for more realistic or precise lighting simulations.
Open the file SAMS_Hour10_StreetLighting.max and light the scene using only photometric lights.
Try creating a day scene and a night scene, which both have different challenges. This will give
you a greater understanding of how lighting can dramatically affect the mood of a scene.
Index
Numbers
2D, 31
accessing
animation, 132
3D
layers, 320
animation, 132
applications, 7
modifiers, 65
modeling, 85
primitives, 50-51
spaceships, creating,
93-100
quick-access buttons, 66
techniques, 104-105
SteeringWheels, 34
object manipulation in 3D
space, 51-58
ViewCubes, 33
viewports, navigating, 31-32
quad menus, 27
sub-objects, 73
Active Shade method, 177-178
378
adding
adding
animation, 131
cameras, 157
advanced showcase
techniques, 342-343
materials, 112
to scenes, 306
skin, 221-222
cameras, 164-165
sub-objects, 73
daylight
textures
characters, skinning
techniques, 225-231
maps, 125
to objects, 114-116
formatting, 135-141
keyframes, formatting,
258-261
keying controls, 27
pivot points, 138-142
playback controls, 27
rendering, 178-181
animation/visual effects,
342-343
MAXScript, 351
showcases, 193-194
cameras/lensing, 341
tools, 132-134
unique names, 46
Assign Material to Selection
option, 112
Assign Renderer rollout, 305
Auto Key, 165
disabling, 138
enabling, 137
layouts, 337-341
applications
lighting, 344-345
3D, 7
preparation, 332
project management, 332-334
downloading, 7
applying
rendering/output, 346-347
baking
videos, 346
advice, 368
aiming lights, 150
ambient lighting, 113, 146-148
angles, selecting camera, 341
Angle Snap Toggle tool, 86
Bend modifier, 63
Command Panels
chamferbox primitives, 50
chamfercyl primitives, 50
Bevel tool, 93
Shrink, 77-78
Chamfer tool, 87
Blizzard, 273
concepts, 229
modeling, 229
rigging
borders, 74
cameras
adding, 157
customizing, 210
objects, 229
skinning techniques, 217
advanced techniques
showcases, 341
animating, 225-231
formatting, 47
animation, 164-165
formatting, 159
primitives, 48
modifiers, 166
boxes
buttons
379
envelopes, 218
Application, 326
positioning, 159
shortcuts, 163
cloth, 287-288
showcases, 192-193
SteeringWheels, 34
viewing, 159
animation, 193-194
Grow, 77-78
cameras, 192-193
Loop, 77-78
capsule primitives, 50
Make Unique, 65
lighting, 194-195
materials, 189-191
PF Source, 273
preparation, 186-189
Pin Stack, 65
quick-access, 66
categories of primitives, 51
stages, 185-186
Remove Modifier, 65
Ring, 77-78
Set Selected as Dynamic Rigid
Body, 259
rendering, 198
380
commands
commands
coordinate systems, 51
Move, 57
maps, 117
Rotate, 57
spaces, 67
Select, 57
Undo, 58
Create menu, 42
dialog boxes
companion website, 7
customizing
Scale, 57
objects
rigging, 210
cone primitives, 48
units, 53-54
Units Setup, 54
configuring
workspaces, 315
modifiers, 63
Cut tool, 87
primitives, 41-45
cylinder primitives, 48
resolution, 192
units, 53-54
disclaimers, 8
viewports, 36-37, 38
Connect Edges tool, 96
connections, 202. See also linking
disclosures, 8
containers, 323
controls
default interfaces, 13
keying, 27
default names, 46
DVDs, 8
playback, 27
status bars, 27
deforming
animation
objects, 270
skin, 220
deleting workspaces, 319
demolition devices, formatting,
261-265
formatting
elements, 12-27, 74
381
edges, 73
main menus, 19
editable animation
keyframes, 259-260
quad menus, 27
files
title bars, 19
AVI, 180
viewports, 22-23
editing
Edged Faces, 72
advanced showcase
techniques, 345
cameras, 157
showcases, 196-197
envelopes, 221-222
SteeringWheels, 34-35
geometry, 75
keyframes, 138-141
engines
objects, 47
rendering, 170
parameters, objects, 44
envelopes
spheres, 75
editing, 221-222
sub-objects, 73
views, 33
workspaces, 319
effects, 269
event-driven particles,
274-278
lenses, 195
non-event-driven particles,
273-274
ripples, 270-272
cloth, 288-291
382
formatting
geosphere primitives, 48
frames
fur, 287-297
formatting, 100-103
links, 202
materials, 111
MAXScript
interfaces, 359-361
objects, 358
Mental Ray rendering,
304-306
hair, 287
presets, 298
Garment Maker modifier, 288
simulations, 288-297
non-event-driven particles,
274-275
HD (History-Dependent)
solver, 210
objects, 47
geometry
hedra primitives, 50
primitives, 41-45, 49
editing, 75
help, 369-371
rigs
hierarchies
ripples, 270-272
animating characters,
225-231
snowmen, 57
envelopes, 218
spaceships, 93-100
Home icon, 23
spheres, 42, 47
stages, 185-186
hose primitives, 50
managing projects
J-K
383
icons, Home, 23
keyframes, 131
animation, formatting,
258-261
editing, 138-141
keys
adding, 151
showcases, 194-195
standard lights, 147-150
Limb solver (IK), 210
linking
disabling, 138
enabling, 137
shadows, 146
controls, animation, 27
images
layers, 317-319
layouts
installation, 7
advanced showcase
techniques, 337-341
interfaces
scenes, 339-341
elements, 12-27
MAXScript, formatting,
359-361
navigating, 11
advanced techniques
showcases, 341
quad menus, 27
effects, 195
workspaces, 316
l-ext primitives, 50
lighting, 145
M
main menus, 19
main toolbar, 20-21
Make Unique button, 65
Manage Workspaces window, 317
managing projects, 315
advanced showcase
techniques, 332-334
containers, 323
advanced showcase
techniques, 344-345
groups, 323
ambient, 146-148
materials, 113
layers, 317-319
naming conventions, 323-324
in production, 326-327
384
managing projects
programming/scripting,
351-352
modifiers, 61
running, 361-362
Bend, 63
scripting, 355-359
workspaces, 316-319
spheres, 359-360
cameras, 166
tools, 352-354
Cloth, 288
maps
window, 354
accessing, 65
textures, 116
mCloth, 287
measurements, 55
Mirror, 96
objects, adding, 64
Physique, 217
mCloth, 287
presets, 302
sub-objects, 73
settings, 304-306
Symmetry, 96
materials, 109
menus, 27
applying, 112
Create, 42
videos, 64
combining techniques,
189-191
flyout, 21
main, 19
formatting, 111
IDs, 117
Material Editor, 109-114
Mini-Listener (MAXScript),
352, 355
Mirror modifier, 96
naming, 113
modeling
math, 357
MAXScript
applying, 351
interfaces, formatting,
359-361
Listener, 353
math, 357
Mini-Listener, 26, 352, 355
objects, formatting, 358
3D, 85
modifying
camera options, 162-163
FKs (forward kinematics),
208-209
IKs (inverse kinematics),
208-209
materials, 111
sub-objects, 74-76
spaceships, 93-100
viewports, 161
techniques, 104-105
units setup, 52
characters, 229
polygons, 75
object-space modifiers
moving
camera targets, 163
objects, 51, 53
mr area omni lighting, 149
navigation controls, 27
SteeringWheels, 34-35
references, 337
ViewCubes, 33
renaming, 188
rigging, 201
385
workspaces, 316-319
non-event-driven particles,
273-274
normals, 81-82
notebooks, 368
customizing, 210
multiple-team-member
production, 327
Multi/Sub-Object material,
117, 190
hierarchies/linking,
201-205
rotating, 51, 53
colors, 46-47
deforming, 270
naming
editable poly, 73
sub-objects, 71
conventions, 323-324
editing, 47
applying, 73
duplicate, 186
formatting, 47
materials, 113
groups, 323
objects, 46-47
modifying, 74-76
MAXScript, 358
normals, 81-82
modifiers, 61
navigating
interfaces, 11
elements, 12-27
adding, 64
rollouts, 80-81
quad menus, 27
shortcuts, 81
moving, 51, 53
ViewCube, 33
viewing, 22-23
naming, 46-47
parameters, editing, 44
controls, 35-36
386
oiltank primitives
oiltank primitives, 50
omni lighting, 149
options
particles, 269
event-driven, 274-299
non-event-driven, 273-274
presets
hair, 298
Mental Ray rendering, 302
Assign Material to
Selection, 112
PCloud, 273
accessing, 50-51
formatting, 41-45, 49
prism, 50
mental.ray.daylighting, 303
snowmen, 57
Merge, 187
shadow-casting, 146
multiple-team-member, 327
orientation of viewports, 33
Orthographic Projection
option, 163
plane primitives, 48
animation, 178-181
orthographic viewports, 33
playback
output
animation controls, 27
quick, 170-171
controls, 134
advanced showcase
techniques, 346-347
polygons, 74-75
positioning
cameras, 159
tools, 172-178
paint, 116
containers, 323
parameters
groups, 323
preparation
layers, 317-319
advanced showcase
techniques, 332
pre-rendering, 170
in production, 326-327
Scene Explorer
ringwave primitives, 50
presets, 302
ripples, 269-272
settings, 304-306
rollouts, 44
workspaces, 316-319
prompt lines, 27
pyramid primitives, 48
pre-rendering, 170
quick, 170-171
real-time, 169
Display, 220
showcases, 198
Edit Geometry, 80
tools, 172-178
videos, 170
Gizmos, 220
Q-R
quad menus, 27
quick-access buttons, 66
Quick Access toolbar, 19
Parameters, 220
references
Scripts, 305
advanced showcase
techniques, 337-340
objects, 337
rotating
sub-objects, 80-81
objects, 51, 53
characters, 229
customizing, 210
saving
advanced showcase
techniques, 346-347
animation, 178-181
hierarchies, 201-205
engines, 170
linking, 201-205
387
388
scenes
viewports, 159
workspaces, 316
formatting, 331-332,
335-337
selection modifiers, 66
layouts, 337-341
lighting, 344-345
layouts, 339-341
lighting, 145
project management,
332-334
preparation, 332
adding, 151
rendering/output, 346-347
videos, 346
workflow, 315-323
XRefs (external references),
327, 339
Schematic view, 202, 322
screen resolution,
configuring, 192
scripting, 351. See also MAXScript
MAXScript, 355-359
running, 361-362
animation, 193-194
cameras, 192-193
lighting, 194-195
setup
materials, 189-191
projects, 325
preparation, 186-189
rendering, 303
rendering, 198
stages, 185-186
scrubbing
shortcuts
tools, 352-354
overview of, 351-352
timelines, 133
cameras, 163
simulations
sections of interfaces, 13
Select Bones dialog box, 222
selecting
Assign Material to Selection
option, 112
camera angles, 341
disciplines, 367
multiple objects, 56
multiple sub-objects, 76
objects, 51, 53, 62
cloth, 287-288
dynamic, 255
bouncing balls, 257-259
causing destruction from
MassFX, 261-266
creating keyframed
animation, 258-261
MassFX tools, 255-258
fur, 288-297
hair, 288-297
lighting, 311
teapot primitives
Spray, 273
stacks
support, 369-371
switching
Mental Ray rendering, 344
envelopes, 218
spaces, 67
stages, 185-186
workspaces, 317-318
Symmetry modifier, 96
skylight, 149
SteeringWheels, 34-35
smoothing
Auto Smooth, 197
groups, 197
Hierarchy, 134
Snow, 273
subcategories of primitives, 51
Modify, 61-64
snowmen, formatting, 57
sub-objects, 71
Motion, 134
applying, 73
Processing, 306
geometry, editing, 75
modifying, 74-76
sphere primitives, 48
multiple, selecting, 76
cameras, 159
spheres
normals, 81-82
lights, 150
rollouts, 80-81
editing, 75
shortcuts, 81
formatting, 42, 47
MAXScript, 359-360
spheres, editing, 75
teapot primitives, 48
spindle primitives, 50
389
390
techniques
techniques
Edged Faces, 86
types
3D modeling, 104-105
Extrude, 87
of modifiers, 66-68
Inset, 93
Link, 202
of primitives, 47-49
MassFX, 255-258
objects, 114-116
MAXScript, 352-354
three-dimensional. See 3D
rendering, 172-178
time
Undo command, 58
scrubbing, 165
Scale, 137
title bars, 19
toolbars
InfoCenter, 19
lower, 25-27
main, 20-21
Weight, 223
user interfaces, 11
Quick Access, 19
tools, 21
tooltips, 21
torus primitives, 48, 50
animation, 132-134
Bevel, 93
transforms, 41
troubleshooting, 196-197,
369-371
vertices, 73
tube primitives, 48
videos
Chamfer, 87
two-dimensional. See 2D
advanced showcase
techniques, 346
Connect Edges, 96
Bone, 204-206
Cut, 87
tutorial videos, 8
baking simulations to
animation keyframes, 258
editing, 33
skinning, 220
spaceship modeling, 93
sub-objects
cloth, 288
viewports, configuring, 38
391
views
track, 134
tutorial, 8
workspaces, 316
ViewCubes, 23, 33
waves, 269
viewing
websites
cameras, 159
hair, 293
hierarchies, 202
hierarchies, 203
normals, 82
Autodesk, 7
companion, 7
objects, 22-23
interfaces, navigating, 27
sub-objects, 72
layers, 319
viewports, 22-23
3D space, 31-32
cameras, 159
Group, 323
MAXScript, 361
configuring, 36-38
modeling Franklin, 87
controls, 35-36
MAXScript, 354
modifiers, 64
modifying, 161
non-event-driven
particles, 274
navigating, 31
objects, creating/editing, 47
navigation controls, 27
Perspective, 163
selecting, 159
workspaces, 316-319
primitives
SteeringWheels, 34-35
ViewCubes, 33
creating snowmen, 58
formatting, 49
392
X coordinates
X-Y-Z
X coordinates, 52, 56
XRefs (external references), 327
objects, 339
scenes, 339
XRef Scenes dialog box, 338
Y coordinates, 52, 56
Z coordinates, 52, 56