Working with Revit Architecture Designs in Autodesk 3ds Max
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- Laureen Booth
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1 Autodesk 3ds Max Student Workbook Working with Revit Architecture Designs in Autodesk 3ds Max p. 1
2 Contents Introduction... 3 Unit 1: Data Transfer Exporting from Revit Architecture in DWG Format Setting 3ds Max Default UI Setting 3ds Max Display Units Linking a DWG File Binding a DWG File Unit 2: UI Overview Using the Layer Manager Using the Select By Name Dialog Box Adjusting Viewport Sizes Using Zoom, Pan and Arc Rotate Changing Views Unit 3: Additional Modeling Creating a Rock Applying a Noise Modifier Scaling the Geometry Applying a Material to the Rock Applying Paint Deformation Merging a 3ds Max File Cloning the Rock Adding Foliage Unit 4: Materials Determining the Material Type Setting Real-World Map Scale Replacing Revit Architecture Procedural Maps Applying a mental ray Arch & Design (mi) Material Unit 5: Lighting Creating a Daylight System Animating Time of Day Creating Interior Omni Lights Animating the Omni Lights Unit 6: Rendering Creating and Positioning a Camera Using Camera Viewport Controls Animating the Camera Using the Render Dialog Box Setting Final Gather Saving a Rendered Image from the Framebuffer Window Saving Directly from the Render Dialog Box Rendering an Animation p. 2
3 Introduction This student workbook contains a set of exercises that clarify in a practical way the concepts behind rendering an architectural model in 3ds Max. The exercises cover the basic workflow of transferring architectural designs from Revit Architecture into 3ds Max with the goal of adding organic modeling, animating and rendering the project. For more training information, see the official 3ds Max training manuals and the tutorials available from the help menu. This workbook explains the different functionalities through various exercises, but the emphasis is on the workflow rather than on the tools themselves. The difficulty of the exercises increases as you proceed through the units, so it is recommended that you do them in sequence. Most units are independent and can be done starting with the provided files. Files with the completed exercises are included in the data set folder and can be used to check your work. The workbook is structured in a three-column format (see image below): The first column contains an explanation of all steps necessary to complete an exercise. The middle column contains the images that clarify visually the tasks to accomplish. The third column contains notes on the features and tools that are being used and a few helpful tips. Practical Instructions to Complete the Exercises 1. Press F10 to open the Render dialog box. 2. Under Time Output, click Active Time Segment. 3. To speed up the process, set Every Nth Frame to 10. Images Notes on the Features and on the Software in General Setting Every Nth Frame to 10 causes 3ds Max to render every tenth frame. Doing so accelerates rendering and is useful for early evaluation of an animation. 4. Under Output Size, click 320x240. p. 3
4 We have prepared the following data for you: Workbook (this document) Workbook data sets (placed in a folder that contains all necessary files and images prepared for your use) Before starting the exercises, change the following settings to simplify use of this workbook and provide faster access to the data sets: 1. Verify that both Revit Architecture and 3ds Max are installed on your system. When 3ds Max is installed, the default working directory is \My Documents\3dsmax\scenes. 2. Copy the provided Workbook Data Sets folder contents onto the 3ds Max working folder as shown at right. We hope you enjoy learning the principles of using 3ds Max for design and visualization. Have fun! p. 4
5 Unit 1: Data Transfer 1.1 Exporting from Revit Architecture in DWG Format 1. Start Revit Architecture. 2. Open LakeHouse-m.rvt. 3. On the toolbar, click the default 3D View button. 4. Click File menu > Export > CAD Formats. By default, Revit Architecture exports the current view. Setting it to a 3D view causes 3D geometry to be exported. The Revit Architecture export to DWG defaults to the AutoCAD 2007 format, which works well with 3ds Max. 5. In the Export dialog box, enter the file name as LakeHouse-m.dwg. 6. Under Export Range, verify that Current View is selected. 7. Click Options. 8. Under Solids, verify that Export as Polymesh is selected. Polymesh breaks the objects into separate surfaces. It makes it easy to assign different materials to different components such as the inside and outside surfaces of a wall. The ACIS option treats objects as solids (with volume). It makes material management slightly more complex, but you get the added advantage of being able to use Boolean operations to add, subtract, or intersect 3D p. 5
6 objects together. 9. Click OK. 10. Click Save. 11. Close Revit Architecture. 1.2 Setting 3ds Max Default UI 1. Open 3ds Max. 2. Click Customize menu > Custom UI and Defaults Switcher. 3. Under Initial Settings for Tool Options, click DesignVIZ.mentalray. The DesignVIZ.mentalray configuration provides initial tool settings that are suitable for rendering architectural models with the mental ray rendering engine. 4. Click Set to implement the changes. 5. Click OK to close the warning dialog box. The DesignVIZ.mentalray configuration remains in effect even after you shut down 3ds Max. p. 6
7 6. Close, and then reopen 3ds Max. 1.3 Setting 3ds Max Display Units 1. Click Customize menu > Units Setup. 2. Under Display Unit Scale, click US Standard. p. 7
8 3. Select Millimeters from the units list. The Display Units setup in 3ds Max controls how values are presented in the user interface. 4. Click OK to close the Units Setup dialog box. p. 8
9 1.4 Linking a DWG File 1. Click File menu > File Link Manager. 2. Click File and then select the LakeHouse-m.dwg file you saved earlier. For your convenience, a version of this file has been provided as part of this data set. 3. Select Revit from the Preset list. The Revit preset has options configured especially for linking DWG files exported from Revit Architecture. 4. Select the Rescale check box. p. 9
10 5. Verify that Incoming File Units is set to Millimeters. 6. Click Attach This File. The linked drawing file appears in the viewports. Linking in this manner enables 3ds Max data to be updated when a change occurs in the source DWG file. 7. Close the File Link Manager dialog box. p. 10
11 1.5 Binding a DWG File 1. Click File menu > File Link Manager. 2. Click the Files tab. LakeHouse-m.dwg appears in the Linked Files list. 3. Click Bind. A warning dialog indicates that the link to the source drawing file is about to be broken. 4. Click Proceed with Bind. 5. Close the File Link Manager dialog box. The link to the source LakeHouse-m.dwg file is now broken. Any changes made to the DWG file are not reflected in 3ds Max. Note that binding a file should be done only when you re certain no further changes will be made in Revit Architecture. 6. Save the file as mylakehouse.max. p. 11
12 Unit 2: UI Overview 2.1 Using the Layer Manager 1. Open LakeHouse-2.1.max. If you get a warning when opening a file in 3ds Max, always click Adopt the File s Unit Scale. 2. Right-click an empty area of the main toolbar. Click Layers. 3. On the Layers toolbar, click the Layers list. Note the layers that were imported from the DWG file. 4. Click the eye icon adjacent to the 3D- ROOF layer. This makes the layer p. 12
13 invisible in the viewport. 5. On the main toolbar, click the selection tool. Use this tool to select any of the 3D trees in the viewport. 6. On the Layers toolbar, click the Set Current Layer to Selection s Layer icon. This makes the layer containing the selected object current. Using this tool is a quick way to find out which object belongs to which layer. 7. Hide the 3D-L-PLNT-BEDS layer as you did the roof layer earlier. The trees disappear from the viewport. 8. On the Layers toolbar, click the Layer Manager icon to open the dialog box. The Layer Manager offers more flexibility than you can achieve when using only the Layers list. 9. Select the 3D-CLNG-SUSP layer and then click the Select Highlighted Objects and Layers icon. All objects belonging to this layer are now selected in the viewport. 10. On the main toolbar, select the Move tool. p. 13
14 11. Move the cursor over the Z axis of the transform gizmo, and then click and drag to raise the ceiling. 12. On the main toolbar, click the Undo tool to return the ceiling to its original position. 13. Hide the ceilings layer by clicking the eye icon in the Hide column. This is the same as hiding a layer from the Layers list. In addition to hiding, you can also freeze a layer to prevent objects on the layer from being selected or modified. Frozen objects do, however, appear in the viewport shaded in gray. 14. Click the plus (+) sign next to the 3D- EQPM layer to expand its hierarchy. You can now view all objects that belong to this layer. 15. With the 3D-EQPM layer, highlight the first object: Specialty Equipment <Entrance Beam : Entrance Beam>. 16. Select this object in the scene using the Select Highlighted Objects and Layers icon. The object is now The Select Highlighted Objects and Layers icon works equally well to select all objects on a p. 14
15 selected in the viewport and ready for editing. layer or individual objects that are part of a layer. 17. Close the Layer Manager. 2.2 Using the Select By Name Dialog Box 1. Continue with the existing file. 2. On the main toolbar, click the Select by Name icon. 3. At the bottom of the dialog box, select the Display Subtree check box. An object indented in the list is linked to a parent object above it. 4. Select the nonindented object (parent) named Doors <GARAGE DOOR 1-8_and_7-Feet-High : 10'-0" x 8'-0">. The translated names of the linked parts are difficult to distinguish because many of the names are duplicated. The Layer Manager may be an easier way to select geometry. However, the Select by Name dialog box is an important part of 3ds Max. You have the chance to use it again in subsequent exercises. p. 15
16 5. Click Select to select all the components that make the garage door. The garage door is now selected and ready for editing in the viewport. 2.3 Adjusting Viewport Sizes 1. Open Lakehouse-2.3.max. 2. In the bottom-right corner of the screen, click the Maximize Viewport Toggle icon. The single viewport becomes four individual viewports. 3. Position your cursor at the intersection of the four viewports, and then click and drag upward and to the left. 4. Once again, position your cursor at the viewport intersection, but this time, right-click and then click Reset Layout. Reset Layout restores the viewports to their original sizes. 5. Right-click in any viewport to make it active. The active viewport is highlighted with a yellow border. 6. Right-click in the Perspective viewport. Note that left-clicking also changes which viewport is active, but it has the added effect of p. 16
17 removing an object from selection. 7. Press ALT+W to toggle the Perspective viewport to full screen. ALT+W has the same effect as the Maximize Viewport toggle. 2.4 Using Zoom, Pan and Arc Rotate 1. Continue with your existing file. 2. Click the Zoom tool at the lower-right of the screen. 3. Click and drag upward in the viewport to zoom in on the model. 4. Click the Pan View tool. 5. Click and drag to the left in the viewport. If you re using a wheel mouse, zoom by rolling the wheel, and pan by pressing and dragging it. 6. Click Zoom Extents to frame all of the scene geometry in the viewport. Undo a view change by pressing SHIFT+Z. 7. Click Arc Rotate. p. 17
18 8. Click and drag inside the yellow circle to orbit around the scene. The viewpoint is rotated about the view center. 2.5 Changing Views 1. Open LakeHouse-2.5.max. 2. Click Views menu > Save Active Perspective View. This saves the view so it can be recalled at a later time. 3. Press T to switch to the top viewport. 4. Press G to toggle the grid. 5. Press L to switch to the Left view. 6. Press F to set the Front view. 7. Press P to switch back to the perspective view. 8. Use Arc Rotate to change the perspective view a small amount. p. 18
19 9. Click Views menu > Restore Active Perspective View. 10. Right-click the Perspective viewport label. Click Views. The Viewport Label menu is accessible in the top-left corner of the viewport. Note that all the views are accessible from the Viewport Label menu. Several views have shortcuts. For example, Top, Left, and Front are set already. Views that do not have a keyboard shortcut can be accessed via the Viewport Label menu. 11. Press F3 to switch to toggle Wireframe mode. 12. Press F3 again to toggle Shaded mode. 13. In Shaded mode, press F4 to toggle Edged Faces mode. Edged Faces is useful because it shows the models shaded and enables you to see the underlying topology. This mode is ideal when modeling in 3ds Max. Wireframe, Shaded (Smooth & Highlight), and Edged Faces modes are also available by p. 19
20 right-clicking the viewport label. Unit 3: Additional Modeling 3.1 Creating a Rock 1. Start or reset 3ds Max. 2. Click Customize menu > Units Setup. Verify that Display Unit Scale is set to Metric (Millimeters). 3. On the Create panel, under Geometry, click GeoSphere. The Command panels are to the right of the screen. The first panel (Create) and the second panel (Modify) are the two you use most often. 4. Click and drag in the Perspective viewport to create the geosphere. 5. Press F4 to turn on Edged Faces mode. Edged Faces mode illustrates the faces making up the object. p. 20
21 6. With the geosphere selected, go to the Modify panel. 7. Set Radius to 200, set Segments to 10, and clear the Real-World Map Size check box. Increasing the number of segments adds detail to the geosphere. p. 21
22 3.2 Applying a Noise Modifier 1. With the geosphere selected, select Modifier List. 2. Select Noise from the list. The Noise modifier appears above the geosphere in the modifier list. The Noise modifier enables you to add random distortion to an object. Modifiers are listed alphabetically. 3. Under Parameters, Noise, select the Fractal check box. Selecting Fractal adds chaos to the noise distortion. 4. Set the noise Strength parameters to X: 150, Y: 300, and Z: 60. p. 22
23 5. Enter Rock01 as the new name for the geosphere in the Name and Color field. 3.3 Scaling the Geometry 1. On the main toolbar, Scale flyout, click Select and Squash. Use the Scale and Squash tool to scale an object down in one direction while scaling up in the other directions, maintaining its volume. 2. Position the cursor over the Z axis of the transform gizmo, and drag it downward until it looks approximately as shown. p. 23
24 3.4 Applying a Material to the Rock 1. Open LakeHouse-3.4.max. 2. Press M to open the Material Editor. 3. Click and drag the first sample sphere over the rock in the scene and release. 4. Close the Material Editor. The material appears on the rock in the viewport. 5. Click File menu > Save As. 6. Name the file Rock.max. 3.5 Applying Paint Deformation 1. Open LakeHouse-3.5.max. p. 24
25 2. Using the Select Object tool, select the terrain by clicking it in the viewport. 3. Press F4 to turn on Edged Faces mode. 4. Go to the Modify panel. 5. Scroll to the bottom of the panel and expand the Paint Deformation rollout. 6. Set Push/Pull Value to 0.5m. 7. Set Brush Size to 4.0m. 8. Click Push/Pull. p. 25
26 9. Click and drag in the viewport near the waterline. The geometry is displaced as you move the mouse over the indicated region. Holding ALT while clicking and dragging reverses the displacement. 10. Click the Relax tool. The Relax tool spreads out adjacent vertices (points) that are too close together and brings closer together adjacent vertices that are too far apart. 11. Click and drag areas of the terrain to smooth the work you did using the Push/Pull tool. 12. Click Relax again to end the operation. 3.6 Merging a 3ds Max File 1. Open Lakehouse-3.6.max. 2. Click File menu > Merge. Merging enables you to add the contents of one 3ds Max file into another. 3. Select the file named Rock.max. 4. Click Open. 5. In the Merge by Name dialog box, highlight Rock01 and click OK. The rock is now part of the current scene and selected. The rock is invisible for the moment because it lies behind the terrain. p. 26
27 6. On the main toolbar, click Move. 7. At the bottom of the screen, type in the coordinates: X:-25, Y:-1, Z: Cloning the Rock 1. Continue from the previous exercise. 2. Select the rock if it isn t selected already. 3. Verify that the Move tool is selected. 4. Press and hold SHIFT. 5. Position the cursor over the Y axis of the transform gizmo, and drag a short distance to the left. p. 27
28 6. Under Object, click Copy, and set Number of Copies to 3. Choosing Copy enables you to make changes to the cloned objects without affecting the original. 3ds Max gives each copy a unique sequentially applied name: Rock02, Rock03, and so forth. 7. Click OK. 8. Select Rock02 (the first copy to the left of the original rock). 9. Go to the Modify Panel. 10. Change Seed to Set the Seed value of Rock03 to 2, and Rock04 to 3. The Seed value is a starting value for the random noise. Changing the Seed value makes each rock unique. Without the ability to change the Seed value, all objects would be identical (assuming other noise parameters were the same). Experiment with other seed numbers to get the rock shapes you like. p. 28
29 12. On the main toolbar, click the Scale tool. 13. Select each of the rocks and scale them to different amounts to make them look more natural. Use Move and Rotate to position and orient the rocks randomly in the scene. 3.8 Adding Foliage 1. Open Lakehouse-3.8.max. 2. On the Create panel, select the AEC Extended geometry type. 3. Click Foliage. 4. Choose the American Elm tree type. p. 29
30 5. In the top view, click a point near the house to create a tree. 6. Right-click to end foliage creation. 7. Using the Move tool, adjust the tree s Z-position in the camera view so that the trunk isn t sunk in the ground. 8. Go to the Modify Panel. 9. Set Height to 7m and Density to 0.6. p. 30
31 p. 31
32 Unit 4: Materials 4.1 Determining the Material Type 1. Open the file Lakehouse 4.1.max. 2. On the main toolbar, click the Select Object tool. 3. Click the roof in the viewport to select it. 4. Right-click over the roof. Click Quad menu > Object Properties. 5. Notice the roof s material shown in the Object Properties dialog box. The Object Properties dialog box shows the applied material along with many other object characteristics. 6. Click OK to close the Object Properties dialog box. 7. Press M to open the Material Editor. p. 32
33 8. Verify that the top-left sample slot is active. 9. Click the Pick Material from Object icon. 10. Click the roof. Note that the material type is Architectural. The roof s material is loaded in the sample slot. 4.2 Setting Real-World Map Scale 1. Click the Show Map in Viewport icon. The shingles map is now visible in the viewport. Revit materials that are based on bitmaps transfer properly into 3ds Max, maintaining the correct scale. You can, however, edit the scale to better suit your needs. 2. Click the Diffuse Map button named Shake Texture (SHAKE2.JPG). The Diffuse Color represents the color of a surface under direct lighting. A diffuse map replaces that color with a map, such as a scanned image (bitmap). p. 33
34 3. In the Bitmap Parameters rollout, click View Image. The bitmap appears in a window. It shows shingles spread out roughly 1200mm across by 400mm high. 4. Close the View Image window. 5. In the Coordinates rollout, select the Use Real-World Scale check box. 6. Enter 1200 and 400 in the Width and Height fields, respectively. To correctly apply this map to the roof, the dimensions of the image must be known, or closely approximated. This is based on knowledge of the physical size of the objects shown in the bitmap. For this exercise assume it is 1200mm wide and 400mm high. p. 34
35 7. Close the Material Editor. The map appears at the correct scale in the scene. However, it isn t wrapping properly. 8. Verify that the roof is still selected. 9. Go to the Modify panel. 10. From the Modifier List select Map Scaler OSM (Object-Space Modifier). With the Map Scaler modifier applied, the shingles wrap around the roof correctly. p. 35
36 4.3 Replacing Revit Architecture Procedural Maps 1. Zoom in on the columns below the porch. 2. Press M to open the Material Editor. 3. Choose the second sample slot. 4. Using the Pick Material from Object tool as earlier, click one of the columns to sample its material. 5. Note that the material coming from Revit Architecture also translates as an Architectural material type. However, it has a procedural map assigned in Revit Architecture that does not carry over to 3ds Max after file linking. Procedural maps are based on mathematical algorithms. They avoid the need for a fixed bitmap file and have the advantage of being adjusted to suit the application. 3ds Max supports procedural maps. However, those applied within Revit Architecture are not brought in with file linking. In that case, only the diffuse color is taken into account. 6. Click None next to Diffuse Map. 7. In the Material/Map Browser, doubleclick Bitmap. p. 36
37 8. In the \Scenes working folder, select the file named Beton-Stone-Bump.jpg. 9. Enable Show Map in Viewport and set the sizes to Width:1600 and Height:1000. The concrete map appears, properly scaled in the viewport. 10. Close the Material Editor. p. 37
38 4.4 Applying a mental ray Arch & Design (mi) Material 1. In the Material Editor, click the Go to Parent icon to go back to the top of the material definition. 2. Click the Architectural material type. 3. In the Material/Map Browser, doubleclick Arch & Design (mi). The Arch & Design material is a mental ray specific material designed to support most materials used in architectural and productdesign renderings. It is based on templates and therefore easy to set up. It supports most hardsurface materials such as metal, wood, and glass. It also works well with fast, glossy reflections and refractions and high-quality glass. 4. From the Templates list, select Rough Concrete. p. 38
39 5. In the Main Material Parameters rollout, click the M (Map) next to the Color swatch. 6. In the RGB Multiply Parameters rollout, click the button next to the Color #1 swatch. It represents the concrete bitmap. 7. Enable Show Map in Viewport. The map scale needs to be adjusted before it displays properly. 8. Select Use Real-World Scale check box, and set the width and height sizes to 2000mm. The bitmap now appears on the columns scaled correctly. p. 39
40 Unit 5: Lighting 5.1 Creating a Daylight System 1. Open Lakehouse 5.1max. 2. From the Create panel, select the Systems category. 3. Click Daylight. 4. Click and drag anywhere in the top viewport to define the compass. 5. In the mental ray Sky dialog box, click Yes. Compass size is set for convenience only. It does not change the effect of the light. This dialog box appears if the defaults switcher is set to DesignVIZ.mental ray and there isn t an existing map assigned to the render environment. 6. Drag the cursor sideways to extend the Orbital Scale. Use Orbital Scale to position the daylight head away from scene geometry. The position doesn t affect rendered output. p. 40
41 7. In the command panel, click Get Location. 8. Select Denver CO in the list. The daylight system shows up as an assembly, rather than a light. The Date, Time, and Location controls for the daylight system appear in the Motion panel. The light parameters appear in the Modify panel. 9. Click OK to close the Geographic Location dialog box. 10. Right-click in the current viewport to cancel the daylight system creation. 11. Click Rendering menu > Environment. p. 41
42 12. Note that the mr Physical Sky environment map appears under Background. 13. Under Logarithmic Exposure Control Parameters, click the Exterior Daylight check box. Enabling Exterior Daylight adjusts exposure to account for the sun s high energy level. Ext. daylight off. Ext. daylight on. 5.2 Animating Time of Day 1. Open LakeHouse-5.2.max. 2. In the Perspective view, select the daylight system (Daylight01). 3. Go to the Motion panel. p. 42
43 4. In the Control Parameters rollout, set the time to 8:00 and the day to June In the bottom-right corner of the screen, click the Time Configuration icon. 6. Set End Time to 300. Setting the animation End Time to 300 frames results in 10 seconds of animation based on the NTSC standard of 30 frames per second. 7. Click OK to close the Time Configuration dialog box. 8. Drag the time slider to frame Enable Auto Key animation mode. Auto Key causes an animation key to be created when time parameters are changed. p. 43
44 10. Set Time to 8:00 p.m. (20 hours on the 24-hour clock). 11. Turn off Auto Key. 12. Click the Play Animation icon to view the daylight head move across the scene. 13. Click the Go to Start icon to return the time slider to frame 0. The effects of the daylight system at various times of day can be seen when you render the animation, but first, you need to adjust some additional values. You can also scrub the animation slider bar to go to a particular frame of the animation. 14. Verify Daylight01 is still selected. 15. On the main toolbar, click the Curve Editor icon. The Curve Editor shows a graphical display of the animated time. The value of the animated characteristic is shown on the vertical axis (in this case, 8 a.m. to 8 p.m.), while time in frames is displayed on the horizontal axis (in this case, frames 0 to 300). 16. Close the Curve Editor. p. 44
45 5.3 Creating Interior Omni Lights 1. Open Lakehouse-5.3.max. 2. Verify that the top view is active, and then maximize it by pressing ALT+W. 3. Adjust the viewport so that the house fills the screen. 4. In the Create panel, choose the Lights category. 5. Select the mr Area Omni type. An omni light is like a bulb. Light rays emanate in all directions. 6. Click in the center of the living room to create the light. When created, the light is positioned on the home grid (level 0). Its Z-coordinate needs to be adjusted to bring it up to the correct level. 7. On the main toolbar, choose the Move tool. p. 45
46 8. In the transform type-ins at the bottom of the screen, set the Z-position value to In the top view, press and hold SHIFT while moving the omni light toward the den. Holding the SHIFT key causes the object to be duplicated. p. 46
47 10. In the Clone Options dialog box, click Instance. The second light is an instance of the first. Adjusting the parameters of either light affects both. 11. Click OK to complete the command. 12. With the second light selected, go to the Modify panel. 13. Open the Intensity/Color/Attenuation rollout. 14. Click the color swatch. p. 47
48 15. Set the RGB light color to R:255, G:240, B:150. This gives the omni lights a yellow tint. 16. Under Decay, set the decay type to Inverse Square and the Start value to A wireframe sphere appears around the selected light. The Inverse Square decay simulates best how light energy decays in the real world. The decay Start distance value usually requires a bit of trial and error based on the scene you are working on. Remember that changes applied to this light also affect its instances in the scene. Both interior lights now have a yellow tint and are set to attenuate starting from a distance of 15000mm (15m). p. 48
49 5.4 Animating the Omni Lights 1. Open Lakehouse-5.4.max. 2. Select one of the two omni lights in the top view. 3. Go to the Modify Panel. 4. In the Intensity/Color/Attenuation rollout, set the Multiplier to Move the time slider to frame Click Auto Key to turn animation mode on. 7. In the Modify panel, set the Multiplier to 60. The light intensity is now animated to go from 0 to 60 between frames 0 and 251. To simulate a light switch, the intensity change has to happen much faster. 8. Disable Auto Key mode. 9. On the track bar in the bottom-left corner of the screen, select the keyframe at frame Drag the keyframe to the right until it reaches frame 250. Keep an eye on the status bar for reference. As a result of these changes the light s multiplier value changes suddenly from 0 to 60 in the space of one frame (between frames 250 and 251), which corresponds to 6 p.m. The effect is demonstrated in the next unit: Rendering. p. 49
50 Unit 6: Rendering 6.1 Creating and Positioning a Camera 1. Open LakeHouse-6.1.max 2. Right-click the Perspective viewport label. Click Views > Top. The top viewport can also be activated by pressing T. 3. Zoom back to get a better view of the house and lake. 4. On the Create panel, select the Cameras category. 5. Click Target. Target and free cameras are the same, except that Target provides a helpful way for aiming the camera. p. 50
51 6. Click and drag in the viewport to create a camera in approximately the position shown. To position a target camera, click and drag from the position of the camera to that of the target. 7. Go to the Modify panel. 8. Under Stock Lenses, click 35mm. This sets the camera with a wide-angle shot. A 35mm camera distorts the perspective slightly but captures more of the scene. 9. Press C to view the scene through the camera lens. 10. On the main toolbar, click the Move tool. 11. In the type-in fields at the bottom of the The camera and target coordinates are provided here for convenience. In practice, you p. 51
52 screen, enter X: -35, Y: -5.5, and Z: 0. move the camera, its target, or both in any isometric view, and the camera viewport provides interactive feedback. 12. Right-click in the viewport. Click Quad menu > Select Camera Target. 13. Set the target coordinates to X: 12, Y: 17, and Z: Using Camera Viewport Controls 1. Open LakeHouse 6.2.max. In the following sequence you ll try several camera viewport controls. In each case you can cancel the view change by right-clicking or by pressing ESC before you release the left mouse button. If you inadvertently change the camera view, press CTRL+Z to undo the command. The viewport navigation tools are in the bottomright corner of the screen. 2. Click the Orbit Camera icon. The Orbit Camera tool moves the camera around its target. 3. Click and drag in the viewport to adjust the camera position, and then right-click before releasing the left mouse button. p. 52
53 4. Press and hold the orbit tool, and click Pan Camera. Pan Camera moves the target about the camera. 5. Click and drag in the viewport. 6. Click Truck Camera. Truck Camera moves the camera and its target in a direction perpendicular to the line of sight. 7. Click and drag in the viewport. 8. Click Dolly Camera. Dolly Camera moves the camera closer to its target. 9. Click and drag in the viewport. 6.3 Animating the Camera 1. Open LakeHouse 6.3.max. 2. Move the animation slider bar to the end of the animation (frame 300). p. 53
54 3. Enable Auto Key animation mode. 4. Click the Dolly Camera icon. 5. Click and drag upward in the camera viewport until the camera is closer to the house. 6. Disable Auto Key. 7. Play the animation. The camera moves toward its target on playback. p. 54
55 6.4 Using the Render Dialog Box 1. Open LakeHouse-6.4.max. 2. Move the Time Slider to frame 150. At frame 150 the front of the house is illuminated by the sun. 3. On the main toolbar, click the Render Scene Dialog icon. F10 also opens the Render dialog box. 4. Verify that the Common tab is active. 5. Under Time Output, verify that Single is selected. Single causes the currently selected frame to be rendered. 6. Under Output Size, click 800x600. p. 55
56 7. Click Render at the bottom of the dialog box. The scene renders, but areas in the shadows are too dark. In the real world, light bounces off surfaces to illuminate areas that are not under direct lighting. 6.5 Setting Final Gather 1. Continue with your existing file. 2. In the render window, click the Clone Rendered Frame Window icon. This clones the window so you can compare the last rendering with any new ones you create. 3. Open the Indirect Illumination rollout of the Render dialog box. 4. Under Basic, select the Enable Final Gather check box. p. 56
57 5. Select the Draft preset option. Presets offer a quick method for setting Final Gather parameters. Start with Draft and work your way up for better quality. In many cases, you will find draft mode to be satisfactory. 6. Click Render. Final Gather has simulated indirect illumination so that areas in the shadows are now visible. Compare this last render with the previous one you did. 7. Close the Render Dialog and the render windows. p. 57
58 6.6 Saving a Rendered Image from the Framebuffer Window 1. Continue with your existing File. 2. Click Rendering menu > Show Last Rendering. 3. In the render window, click the Save Bitmap icon. p. 58
59 4. Select JPEG File from the file type list. 5. Enter LakeHouse as the file name. Click Save. 6. In the dialog box that appears, set the JPEG quality to 100%. Click OK. The image file is saved to disk. JPEG file sizes are relatively small, even when set to high quality. 6.7 Saving Directly from the Render Dialog Box 1. Continue with your existing file. 2. Open the Render dialog box. 3. Under Render Output, select the Save File check box. 4. Click Files. 5. Choose the JPEG file type from the list. 6. Name the file LakeHouse2. p. 59
60 7. Click Render. 8. When the rendering is complete, close the Render dialog box. 9. Click File menu > View Image File. 10. Locate the file LakeHouse2.jpg you just saved, and click Open to view it. 6.8 Rendering an Animation 1. Open LakeHouse-6.8.max 2. Open the Render dialog box. 3. Under Time Output, click the Active Time Segment. 4. To speed up the process, set Every Nth Frame to 10. Setting Every Nth Frame to 10 causes 3ds Max to render every tenth frame. This speeds up the rendering by approximately 10 times and is useful for early evaluation of an animation. 5. Under Output Size, click 320x Under Render Output, click Files. p. 60
61 7. Select AVI File from the file type list. 8. Enter LakeHouse in the Filename field. 9. Click OK to accept the default Cinepak Codec by Radius. The Cinepak compression codec creates AVI files that are relatively small and that play on any PC running on a Microsoft Windows platform. 10. Click Render at the bottom of the dialog box. Rendering the animation takes some time. During the process you see a progress indicator. For your convenience, a rendered version of this animation has been provided. 11. Click File menu > View Image File. View Image File can be used for single images or animation files. p. 61
62 12. Click LakeHouse.avi and click Open. The animation plays in Windows Media Player. The animation shows a camera shot moving toward a house by the lake. Lighting changes as the environment shifts from morning to evening. As the sun goes down, the lights inside the house are switched on. p. 62
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