3ds Max: Tips and Tricks
Mechanical rigging with IK and the LookAt controller
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Rigging a camera-facing matte painting
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Aligning a camera to a background with Perspective Match
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Projecting a photo to proxy geometry with Camera Map
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Automation with wire parameters and manipulators
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Converting scenes for different renderers
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Rendering light groups with Arnold AOVs
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Introduction to the Open Shading Language map
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Using the if… else conditional statement in OSL
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Creating animation layers
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Collaborate online with shared views
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Rendering iridescence with Arnold Thin Film
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Loading and saving fluid presets
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Introduction to 3ds Max Interactive
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Building a motion graphics rig with Data Channel
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Creating custom project folder structures
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Open Shading Language code editor tips and tricks
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Spawning particles from a 3D map
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Rendering a starfield
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Faking GI with an Arnold ambient occlusion filter
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Modeling with the animation Snapshot tool
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Rendering particles with Arnold Standard Volume
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Render Arnold volume with physical values
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Volume indirect global illumination in Arnold
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Removing polygon detail with Freeform Optimize
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Transform and retime a cache with Fluid Loader
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Rendering motion blur in Arnold
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Drawing splines on an editable poly
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Sketching freeform topology over a polygon mesh
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Animating effects with Data Channel Decay
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Animating controllers in the Material Editor
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Painting a vertex color mask with VertexPaint
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Drawing polygon freeform strips
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Extruding polygon freeform branches
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Interactive ActiveShade in a viewport
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Fluid data channels
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Displaying fluid data channels
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Modeling a floor plan from a 2D drafting document
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Modeling terrain with Displace space warp
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Projecting UVs with the Camera Map world-space modifier
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Capturing shadows with Arnold Shadow Matte map
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Rendering compositing passes with Arnold AOVs
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Modulating animation with Multiply and Ease Curves
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Working with audio and the AudioFloat controller
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Automating with Expression controllers
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Real-time animation with the Motion Capture utility
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Stylized rendering with Scanline Ink 'n Paint
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Getting started with the Max Creation Graph
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Modifying a Max Creation Graph tool
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Sculpting a terrain with Texture Object Mask
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Building a road with Conform space warp
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Shading a landscape with Arnold Curvature
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Creating custom attributes with the Parameter Editor
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Driving animation curves with the Reaction controller
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Graphing scene conditions with State Sets Compositor
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Introduction to 3ds Max Fluids
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Modeling with the Motion Field Space Warp
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Non-destructive model adjustment with Linked Xform
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Animating sub-objects with Linked Xform
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Customize and cycle Path Constraint animation
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Generate complex motion with Waveform Controllers
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Illuminate a scene with an Arnold Mesh Light
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Shading with Maya maps in 3ds Max
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Varying shader properties by object with Arnold Color Jitter
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Render a mesh object with Arnold Standard Volume
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Render a Point Cloud object
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Setting track value boundaries with a limit controller
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Drawing curves with Freehand Spline
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Correcting intersections with Spline Overlap
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Reducing curve detail with Optimize Spline
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Resampling curves with Normalize Spline
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Soft-selecting curves with Spline Influence
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Blending curves with Spline Morph
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Combining splines with shape Booleans
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Approximating global illumination in Arnold
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Rendering proxies with Arnold procedurals
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Basic syntax of Open Shading Language
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Declaring OSL input and output parameters
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Generating a fractal noise pattern in OSL
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Iterating a for loop in OSL
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Managing OSL file assets and paths
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Accelerate Arnold rendering with adaptive sampling
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Texturing with the Advanced Wood procedural map
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Art directing the Advanced Wood texture map
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Setting a fluid initial state
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In-camera compositing with Camera Map modifier
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Assigning UVW coordinates in an OSL network
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Using named coordinate spaces in Open Shading Language (OSL)
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Shadow group exclusion with Arnold properties
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Erasing materials with MAXScript or UVW Remove
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Understanding Fluid Churn and Vorticity channels
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Rendering Fluid channels with Arnold User Data
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Keyframe quantization and sub-frame editing with Snap Keys
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Importing a CAD solid model as a Body Object
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Solid model subtraction and intersection with Body Cutter
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Solid model union with Join Bodies
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Denoising an Arnold rendering
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Interactive Update in the animation Curve Editor
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Curve Editor view menu: Tips and tricks
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Editing animation curves with the Region Keys tool
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Combining data channels of Fluids
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Shading per object with OSL Random by Index
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Layering materials of Fluids
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Render particles as Arnold primitives
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Render PFlow particles with Arnold Shape
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Remapping colors with Arnold Ramp RGB
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Rendering contours with Arnold Toon
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Mapping Arnold Toon base color
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Controlling preview quality
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Adding information overlays to a preview with MAXScript
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Modeling with the updated Chamfer modifier
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Applying a chamfer using edge weight and depth
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Baking a map to a mesh with Assign Vertex Color
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Generating cavity and occlusion maps with Render Surface Map
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Baking multiple vertex color channels with VertexPaint
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Compositing vertex color in a shading network
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Optimizing geometry with the MultiRes modifier
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Improving viewport performance with the Substitute modifier
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Constructing a lighting assembly
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Wiring parameters in a lighting assembly
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Measuring with tape helper, the Measure Distance tool, and the Measure utility
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Display panel tips and tricks
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Quickly adjusting transforms and pivot point with the Transform Toolbox
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Stacking objects with Select and Place
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Managing objects and sub-objects with selection sets
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Referencing scenes with containers
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Changing inherited container content with Edit in Place
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Locking and unlocking container parameters
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Editing unlocked container parameters
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Projecting splines onto surfaces with ShapeMerge
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Analyzing and correcting mesh geometry with xView
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Keyframing sub-objects with the Master Point controller
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Managing scene materials with Material Explorer
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Defining a temporary transform center with working pivot
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Customizing keyboard shortcuts with Hotkey editor
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Stylized rendering with OSL Halftone Dots map
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Incorporating scene lighting in a shading network
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Incorporating render resolution in a shading network
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Situating geometry within an OSL HDRI environment
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Studio lighting with HDRI lights map
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White balance and exposure with an Arnold camera filtermap
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Rasterizing maps with bake to texture
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Advanced baking with bake to texture
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Baking to physically based renderer (PBR) materials for export
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Production rendering with Quicksilver hardware
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Varying textures with OSL Randomized Bitmaps
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Deforming a particle system with the Mesher compound object
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Set up Arnold render passes with AOV Manager
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Animating multiple tracks with Parameter Collector
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Improving edge smoothing with Weighted Normals modifier
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Rendering a cutaway with the Arnold Clip Geo material
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Advanced procedural noise with Uber Noise map
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Rendering polygon edges with OSL Wireframe map
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Art directing the OSL Wireframe map
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Introduction to MassFX Rigid Body dynamics
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Setting up a MassFX Rigid Body simulation
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Controlling a MassFX Rigid Body simulation
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Fine-tuning a MassFX Rigid Body simulation
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Automating secondary animation with the Flex modifier
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Keyframing modeling commands with the Edit Poly Animate mode
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Generating UVs with OSL projection maps
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Retiming all keyframes in a scene with the world track
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Snapping surfaces dynamically with MCG Ray Constraint
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Complex sub-object selections with the Selection ribbon
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Adding polygon edges with Paint Connect
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Manipulating sub-objects without changing mapping with Preserve UVs
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Hiding geometry based on distance with Viewport Clipping
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Navigating a scene with walkthrough mode
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Parametric soft transforms with Affect Region
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