By George Maestri
One glance and you may see that this 3ds Max e-book isn't like all of the others. It offers the center 3ds Max gains in pages jam-packed with notable images that completely illustrate the options. every one web page is loaded with precise factors on an important parts, similar to the 3ds Max interface, modeling and animation instruments, rendering settings, and extra. attractive step by step classes and initiatives offer hands-on reinforcement as you research. Create textures, study rigging, deliver biped characters to life—even create hair with this pretty, full-color consultant.
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Книга является отличным справочным пособием для всех кого интересует photorealistic rendering. В книге рассмотрено большое количество новых алгоритмов с реализацией на мета-языке (например дается subsurface scattering). Стоит отметить что Matt Pharr является редактором серии GPU gem stones от NVIDIA!
P. S. Спешу предупредить, что данный файл является рабочим вариантом книги и здесь текст (. .. а рисунки тем паче) представлен в начальном редакционном виде (общее число страниц не совпадает финальным вариантом, ИМХО за счет отсутствия части рисунков и более плотной верстки).
P. P. S. Данный файл был любезно предоставлен мне из торрентовской сети Dimitry N. за что ему огромное спасибо. Ежели кто найдет полную версию книги - сообщите, также ищу полные версии GPU gemstones 1,2.
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Extra info for 3ds Max at a Glance
Subdivision surfaces allow the low-resolution character (left) to be smoothed (right). MeshSmooth The MeshSmooth modifier is the most common way of subdividing a mesh. The modifier has several algorithms that it can use to smooth out the mesh. Classic smooths the mesh to three- and four-sided faces, while Quad Output outputs only four-sided faces. The most robust and commonly used method is NURMS (non-uniform rational MeshSmooth), which allows for much more sophisticated control, such as weighting each control vertex.
Pro Boolean can also automatically subdivide the Boolean result into quadrilateral faces, which lends itself well to smoothing edges with MeshSmooth and TurboSmooth. A sphere is selected as operand A, and a cylinder as operand B. Union combines the two objects as one. Intersection displays only those places where the two objects overlap. Subtraction removes one object from the other. In this case, operand B is subtracted from operand A. The Boolean object allows for one object to modify another.
Material Parameters–Indicates the parameters used in editing the material. These will change depending on the type of material selected. Navigation menu–Displays options for moving to and from parent nodes. Options menuDisplays options for changing the way materials are displayed and organized. Utilities menu–Displays options to select, condense, and reset materials. Sample Type–Allows you to preview your material on a sphere, cube, cylinder, or other object. Backlight–Shines a spotlight on the back of the material.
3ds Max at a Glance by George Maestri