We will finish up by adding dynamic effects to the scene and rendering out a nice result. We will paint and texture our model, and then take it through the process of rigging and animation. Then we will start to create our own custom model, a pod racer, using a number of powerful modeling tools. We will start out exploring the user interface and finding our way around 3ds Max. We are going to cover a wide range of topics in this course.
3DS MAX 2011 UV MAPPING ALONG A CURVE HOW TO
In this course we are going to help you get a good understanding of how to work in 3ds Max.You will be able to learn from several of the instructors here at Digital Tutors as we go through many of the major parts of the software. In this course we'll cover a wide range of topics in order to get you quickly up to speed using 3ds Max 2011. Vec3f hitColor = options.Digital - Tutors Introduction to 3ds Max 2011Įnglish | VP6F 782圆46 | MP3 96 kbps | 3.34 GB In you don't use ray-tracing, the viewing direction can also simply be found by tracing a line from the point on the surface \(P\) to the eye \(E\): When ray-tracing is used, it is simply the opposite direction of the ray that intersected the surface at \(P\). Computing the viewing direction is also very simple. This technique consists of computing the dot product of the normal of the point that we want to shade and the viewing direction. Now that we know how to compute the normal of a point on the surface of an object, we have enough information already to create a simple shading effect called facing ratio. HitNormal = (v1 - v0).crossProduct(v2 - v0) Here is what the implementation of these methods could look like for the sphere and the triangle-mesh geometry type:Ĭonst Vec3f &v0 = P] Ĭonst Vec3f &v1 = P] Ĭonst Vec3f &v2 = P] In the few programs for this section in which we did some basic shading, we implemented a special method in every geometry class called getSurfaceProperties() in which we computed the normal at the intersection point (in case ray-tracing is used) and other variables such as the texture coordinates which we will talk about later in this lesson. What matters and what is essential is that you have this information at hand when you are about to shade the point. How and when in the program you compute the surface normal at the point you are about to shade doesn't really matter. For now, we will only deal with face normals. Vertex normals are used in a technique called smooth shading that you will find described at the end of this chapter. Normals of triangle meshes can also be defined at the triangles vertices, in which case we call these normals vertex normals. If the triangle lies in the xz plane, then the resulting normal should be (0,1,0) and not (0,-1,0) as shown in figure 2Ĭomputing the normal that way gives what we call a face normal (because the normal is the same for the entire face, regardless of the point you pick on that face or triangle). If we know the position of the point on the surface of a sphere and the center of the sphere, the normal at this point can be computed by subtracting the point position to the sphere center:įigure 2: the face normal of a triangle can be computed from the cross product of two edges of that triangle. The normal of sphere can generally be easily found. The question now is how do we compute this normal? The complexity of the solution to this problem can be vary greatly depending on the type of geometry being rendered. Another way of saying this, is that the brightness of the object at any given point of its surface depends on the angle between the normal at that point and the light direction.