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Autodesk® 3ds Max® teaches the use of 3ds Max, a 3D modeling, animation, and rendering software used by professionals in the fields of entertainment, design, and engineering. The content in this course has been devised so that users can quickly learn the versatility, functionality, and interoperability that 3ds Max provides for every stage of a project.
Examine the major steps involved in 3D animation production.
Launching 3ds Max
Discover what happens when you launch 3ds Max and learn more about the Welcome screen.
Working with Startup Templates
Discover how startup templates can simplify your production workflow.
Configuring 3ds Max
Why a consistent interface can be important in a production environment.
Configuring the Default UI and Presets
Understanding why you need to configure the 3ds Max and Design user interface and defaults.
Synchronizing the User Interface and Default Presets
Synchronize the interface and default presets for a more consistent user experience.
Customizing Mouse Interaction
Configure the zoom controls to zoom about the mouse pointer.
Working with Standards
Learn why you want to setup display units to maintain consistent standards.
Setting Display Units to Architectural
Configure 3ds Max display units so you are working at a real-world scale.
Assigning a Project Folder
Keep you project organized by configuring a project directory.
Configuring and Saving Viewport Layouts
Learn how to set up a new viewport layout and save it to the Layout Toolbar.
Creating a Prototype File
Create a default startup file that can be used to set a default configuration.
Saving a New Template File
Save a 3ds Max scene to use as a new scene template.
Maximizing the Workspace
Minimizing the command panel to a flyout can add to usable screen space.
Navigating Menu Drop-Downs
Navigate and use tear-off menus to customize your tool display.
Working with Toolbars
Learn how to place the ribbon and arrange multiple toolbars in order to customize your workspace.
Managing the Ribbon
Learn how to modify the ribbon and arrange multiple toolbars.
Configure and manage workspaces for maximum flexibility.
Understanding Object Interaction
Learn how to select and transform objects using varied coordinate systems.
Navigating the Scene Using the ViewCube
Learn how to navigate a 3D scene using the ViewCube.
Saving 3ds Max Files
Learn to open and save scene files for multiple purposes.
Using Undo and Redo
Use Undo and Redo to step backward and forward through editing a scene.
Accessing the Help System
Use 3ds Max help to learn the functions of tools available withing the software.
Accessing the Autodesk Online Portals
Access Autodesk's online portals for resources and collaboration.
Using Viewport Navigation Tools in Non-Camera Viewports
Learn to navigate your scene in several types of viewports using the viewport navigation tools, such as Zoom, Pan, Orbit, and more.
Working with the 3ds Max Asset Library
Use the 3ds Max Asset Library to manage and open project files.
Pre-Production and Planning
Pre-Planning the Production
Discover the pre-production and pre-planning phase of animation creation.
Developing a Sketch-Style Storyboard
Storyboards for animation production can be simple or sophisticated.
Examining a Sample Storyboard
Examine the use of a sample storyboard.
Planning Scene Level of Detail
Plan a balance between quality and efficiency.
Understanding Level of Detail
Understand the importance of efficient modeling.
Planning File Output
Plan ahead to determine the best file output type for your project.
Outputting for Print and Web
Planning for web and print projects saves both time and effort.
Reviewing Still Image Types
Learn to configure 3ds Max for still image file output.
Examining Animation Output
Examine animation resolutions and CoDecs.
Reviewing Animation Output Types
Learn to configure 3ds Max for animation file output.
Understanding how to use layers for scene organization.
Working with Layers
Setting up layers for scene organization.
Creating Layer Hierarchies
Create layer hierarchies to better manage scene organization.
Previsualizing a Scene
Planning a shot using animation pre-visualization is a widely used production workflow.
Configuring in Viewport Previsualization with Nitrous
Using the Nitrous viewport settings to previsualize an animation.
Modeling in 3ds Max
Modeling is used to create 2D and 3D objects for animation and rendering.
Model with 2D shapes to provide flexibility and added productivity.
Working with Spline Shapes
Review the standard Spline shapes available for modeling.
Working with Extended Splines
Work with Extended Splines in order to create structural elements.
Creating New Shapes
Use the Start New Shape option to create compound shapes.
Adjusting Curve Quality and Render Parameters
Work with editable splines by changing curve quality and rendering options.
Clone shapes to make new copies of the original shape.
Creating Outline Shapes
Work with sub-object editing to create an outline a shape.
Attach multiple splines into a shape object to create a compound shape.
Editing Closed 2D Shapes
Learn to Edit closed 2D shapes.
Trimming and Welding Splines
Trim splines and weld vertices to clean an intersection.
Filleting a Vertex
Create fillets on vertices for adding curvature.
Using Spline Modifiers
Work with spline modifiers to create 3D models and affect 2D and 3D shapes.
Understanding Mesh and Poly Objects
Learn more about 3D geometry types available in 3ds Max.
Discovering the Editable Poly Object Type
Discover the 3D editable poly object type.
Converting Object Types
Convert a 3D primitive to editable poly to access sub-object level.
Align objects using the Align tool.
Using Select and Place to Locate Objects
Place objects around a scene using the Select and Place tool.
Utilizing the Snap Tools
Use the Snap tool to quickly position objects in a scene.
Learning to Use the Graphite Modeling Tools
Discover the basic functions of the Graphite Modeling Tools.
Using the Generate Topology Tool
Discover the function of the Generate Topology tool and its options.
Editing Using Polygon Symmetry Tools
Use the Symmetry tools as you work to keep a model symmetric.
Understanding Subdivision Surfaces
Use the Symmetry tools as you work to keep a model symmetric.
Preparing an Object for Subdivision Surface Modeling
Preparing a 3D object for use as a subdivision surface model, and understanding the opensubdiv controls and the mesh controls for the reference object.
Editing a Subdivision Surface Model
Edit the subdivision surface modifier to create a high-resolution object.
Working with Soft Selection
Use Soft Selection to smoothly adjust vertex positions.
Creating a 3D Lattice Object
Add a Lattice modifier to a sphere to create a more complex object.
Using TextPlus for Advanced Text Creation
Use the TextPlus object to create more complex text for rendering and animation.
Reducing Polygons using ProOptimizer
Reduce the polygon count of an object using the ProOptimize polygon reduction modifier.
Working with the Paint Deform Tool
Deform the position of polygons with paint selection.
Using the Conform Paint Tool
Conform geometry to create a low poly version of a hires terrain model.
Understanding 2D and 3D Objects
Edit 3D objects with 2D shapes.
Exploring More Editable Poly
Introducing additional editable poly capabilities for poly modeling.
Working with Caddies
Discover the Caddies user interface tools.
Use Graphite Modeling Tools to create efficient windows.
Modeling Window Frames
Create window frames and sashes at the sub-object polygon level.
Modeling Window Panes
Use the Bevel tool on a window frame to form window panes.
Introducing Compound Objects
Learn about creating compound objects using shapes and geometry.
Working with ProBoolean
Create complex objects using ProBoolean and standard primitives.
Using the Boolean Tool for Advanced Boolean Operations
Work with the Boolean tool to create a more complex part made up of simple objects.
Using Shape Merge
Cut road edges into landscape with Shapemerge.
Aligning Sub-Object Polygons to the Grid Surface
Transforming sub-object polygons so that they align straight down onto the level of the grid surface, and changing the material ID.
Merge objects into a scene from another 3ds Max scene.
Examining Modifiers and the Modifier Stack
Examine the use of 3ds Max modifiers.
Learning About Object Space Modifiers
Investigate modifiers that act on objects directly.
Adding a Bevel Profile Modifier
Create a roof using a Bevel Profile modifier.
Editing 2D Shapes
Modify roof by editing 2D shape.
Build a lightpole using multiple modifiers.
Reorder modifiers in the stack view to affect the look of the final object.
Chamfering Polygon Edges Using the Chamfer Modifier
Add a Chamfer modifier to edit the corners of a model.
Understanding World-Space Modifiers
Learn how World-Space modifiers affect objects they are applied to.
Applying the Map Scalar Modifier
Apply a world space modifier to affect the mapping of a texture that is applied to an object.
Working with the Chamfer Modifier
Use the Quad Chamfer modifier to change the look of an Opensubdiv mechanical model.
Understanding Object Painting
Learn how Object Painting can simplify scene creation.
Painting a Scene
Use Object Paint to add additional objects to a scene.
Discovering AEC Objects
Learn about the AEC objects available for creating buildings.
Building with AEC Walls
Build a simple building using AEC Wall objects.
Adding a Door
Install a door object into the AEC wall of a new building.
Add windows to finish the front of a building.
Working with Containers
Add a container to a scene and set its properties.
Inheriting Container Contents
Use the container object to inherit the properties and models of an external container file.
Importing a Point Cloud
Import a 3D point cloud for rendering and editing.
Modeling from a Point Cloud
Use point cloud data to model 3ds Max objects.
Modeling - Best Practices
Review the Best Practices procedures covered in this chapter.
Modeling Using the Loft Object
Create a model using multiple varying cross-sections.
Creating Terrain Using the Displace Modifier
Use a Displace Modifier to create a realistic terrain model.
Materials can be used to define the surface of objects.
Understanding the 3ds Max Material Editors
Discover the layout and functions of the Slate Material editor.
Creating Schematic Materials
Use the Slate Material editor to create new materials.
Working with the Standard Material
Use the Standard material to create a new reflective material.
Introducing the Physical Material
Learn about the Physical Material and its features for creating realistic materials.
Building a Physical Material
Use the Physical Material to create a custom texture of a unique hand-crafted glass and ceramic vase.
Creating an Arnold Material
Use the Arnold Material to create a photo-realistic metallic surface.
Adjust the diffuse color of an Arch & Design material used as a paint material.
Create a semi-gloss paint look from an Arch & Design material.
Assigning a Material
Learn how to assign a material to objects in a scene.
Using Map Patterns
Create a concrete material using a map pattern.
Simulating Geometry with Bump Mapping
Introducing the concept of bump mapping to simulate geometry.
Editing Bump Map Parameters
Edit the bump mapping parameters for a material so that objects in a scene appear more realistic.
Incorporating Displacement Mapping
Creating complex surfaces using displacement mapping.
Use an Arch and Design template to make glass material.
Calculating Map Sizes
Calculate pattern sizes when applying maps.
Creating a Tile Map
Create a terracotta tile material using a Tile Map.
Determining Map Coverage
Learn to calculate the real area covered by a map.
Adding a UVW Map Modifier
Projecting patterns using a UVW Map modifier.
Working with Unwrap UVW
Use the Unwrap UVW modifier to layout the UV for a model.
Working with Multiple Materials
Learn about applying more than one material on a single object.
Discovering the Multi/Sub-Object Material
Multi/sub-object materials contain multiple materials that can be applied to an object.
Setting Material IDs
Set material ID number for multiple polygons for applying a Multi/Sub Object material.
Editing Material IDs
Define a new Material ID for applying a Multi/Sub-Object material to a polygon.
Assigning a Multi/Sub-Object Material
Create a multi/sub-object material to apply to an editable poly object.
Understanding Blend Materials and Masks
Use maps as masks to apply multiple materials on an object.
Using a Blend Material
Create a blend material that contains two sub materials.
Setting Up a Material with a Mask
Add a mask to reveal one or the other of the sub-materials of a blended material.
Configuring a Material with a Mask
Edit the assigned mask to reveal one or the other of the blend sub-materials.
Understanding Substance Textures
Use Substance textures to create high quality complete materials.
Creating a Substance Texture Based Material
Using a new workspace in the Slate Material Editor to create a material using a Substance map for added realism and flexibility.
Applying and Editing a Substance Texture Based Material
Edit a material that contains a Substance map.
Setting Up Render to Texture
Understanding the Render to Texture interface for rendering materials applied to geometry as unfolded texture maps that contain lighting, color, and other scene information, and setting up the file to be rendered.
Configuring Viewport Canvas for Texture Painting
Use the painting tools in the Viewport Canvas tool palette to paint a new texture map.
Painting with Viewport Canvas
Painting with the tools in the Viewport Canvas toolbar to paint a new texture map on an object.
Working with Vector Graphics
Use a vector graphic PDF document as a multi-resolution texture.
Using the ShapeMap to Create a Custom Map
Work with the ShapeMap texture map in materials using scene shapes.
Adding a TextMap to Create a Custom Map
Add a TextMap texture map to create a map using the TextPlus Object.
Using the Blended Box Map
Assign a Blended Box Map to texture a 3D model.
Discovering Material Libraries
Discover the concept for using material libraries to maintain consistent materials across scenes and projects.
Creating a New Library
Add materials to a library to allow for material access from other files.
Understanding Standard Lights
Learn about the types and features of standard lights.
Discovering Photometric Lights
Learn about the types and features of photometric lights.
Understanding Direct and Indirect Light
Discover the difference between direct and indirect light in a scene.
Discover the Daylight system for simulating sunlight and skylight.
Placing a Daylight System
Add direct sunlight and atmospheric light to a scene.
Change position of the sun to reflect a time and location in a scene.
Adjusting the Physical Sky
Make changes in the Physical Sky background to modify the rendered sky.
Understanding Photometric Lights
Discover the connection between photometric lights and scene scale.
Enabling Streetlights in a Scene
Work with photometric lights set up as street lights in a scene.
Changing Photometric Light Presets
Change a photometric light preset to affect the look of the light.
Understanding Indirect Light
Understand the simulation of bounced light to fill shadows and increase realism.
Configuring Interior Night Lighting
Use photometric lights to light an interior room.
Using Photometric IES Web Files
Adding a custom IES photometric web to simulate a light fixture.
Enabling Indirect Illumination
Enable the Diffuse Ray Tracing in Arnold to render indirect illumination.
Creating an Arnold Light
Add an Arnold light to a scene for illumination and rendering with the Arnold renderer.
Editing Arnold Light Parameters
Modify the parameters of an Arnold light.
Creating Object Lights
Create illuminated objects using self-illuminated materials to simulate complex light shapes.
Understanding Image-Based Lighting
Learn how image-based lighting can enhance the final rendered image.
Rendering Image-Based Lighting with ART
Use a high dynamic range image to render a scene with highly realistic scene lighting using the ART renderer.
Rendering Image-Based Lighting with Arnold
Use a high dynamic range image to render a scene with highly realistic scene lighting using the Arnold renderer.
Configuring a Scene with the Sun Positioner
Add a Sun Positioner to render daylight with the ART renderer.
Rendering is the method used to generate an image from a 3D scene.
Discovering the Render Setup Dialog
The Render Setup dialog provides access to the render parameters for the current scene.
Rendering Still Images
Set up rendering to create still images.
Understanding Still Image Resolution
Understand image resolution and how it affects image quality.
Setting Still Image Resolution
Prepare to render a still image.
Setting Render Presets
Saving and Loading render presets.
Understanding Still Image File Types
Understand more about still image file types.
Choosing Still Image File Types
Choose a file type for web or print.
Discover more about rendering for animations.
Understanding Image Resolution for Animations
Optimizing images for efficiency.
Setting Animation Resolution
Prepare to render an image sequence.
Understanding Animation File Types
Choose a file type for animation output.
Creating a Preview Animation
Render an animation directly from the camera viewport.
Rendering Sequential Images
Configure 3ds Max to render a sequence of stills for animations.
Using the RAM Player
Use RAM Player to save still images as animations.
Saving with Animation Codecs
Saving animation files using animation file CoDecs.
Rendering with the Quicksilver Hardware Renderer
Speed up the preview rendering process by using the Quicksilver hardware renderer.
Editing a Scene Using ART in ActiveShade
Update materials and composition using ART and ActiveShade.
Editing a Scene Using Arnold in ActiveShade
Use Arnold to edit scene parameters with ActiveShade.
Configuring and Rendering Using the ART Renderer
Render a scene using the ART renderer.
Using Scene Converter to Switch Renderers
Use the scene converter to change scene elements for compatibility with a different renderer.
Visualizing Realistic Lighting with Arnold
Use the Arnold renderer to visualize realistic lighting in a scene.
Rendering AOVs with Arnold
Render Arnold AOVs (Arbitrary Output Variables) for use in compositing.
Understanding the Camera
Proper camera placement can make or break an image.
Working with the Physical Camera
Render a scene using the 3ds Max Physical Camera.
Discovering Traditional Camera Shots
Understand the use of traditional film camera shots.
Identifying Effective Camera Distance
Change the camera distance or focal length to move the view closer to the subject.
Changing Viewer Distance
Discover the use of close-up, medium and establishing shots.
Discovering Depth of Field
Learn how depth of field can the focus attention in a scene.
Adding Depth of Field to Control Focus
Configure depth of field do add a dramatic focus.
Understanding Camera Angles
Understand standard camera shots and their effect on viewers.
Adjusting Camera Angles
Discover how low, level and high camera angles affects the viewer.
Discovering Composition Essentials
Control how camera position changes how the viewer perceives the scene.
Understanding the Rule of Thirds
Understand the rule of thirds for visual composition.
Implementing the Rule of Thirds
Move the camera to control rule of thirds placement.
Use diagonals to make a rendered scene more dynamic.
Adjust the camera to change the emotional impact of the scene.
Using Camera Clipping Planes
Adjust clipping planes in order to render a section of the scene.
Adding a Camera Correction Modifier
Add a Camera Correction modifier to the camera in order to render perspective corrected images.
Using 2D Pan and Zoom
Use the 2D Pan and Zoom feature to work in a perspective matched viewport.
Creating a Camera Sequence
Cut between multiple cameras using the Camera Sequencer.
Understanding Animation Concepts
Use animation to enhance the story, not just because it is there.
Identifying Controllers and Controller Types
Learn the uses of controllers to simplify the creation of animation.
Discovering Object Animation
Leann to use object animation and the curve editor.
Exploring Keyframe Animation
Use keyframe animation is for animation of a variety of objects and parameters.
Keyframing a Moving Object
Set and adjust position keys to animate a scene object.
Editing Keyframes Using the Dope Sheet
Edit the timing of keyframes using the Dope Sheet interface.
Understanding Path Animation
Use a 2D shape to define the animation path of an object.
Animating on a Path
Animate the pivot of an object along a 2D shape.
Understanding Velocity Control
Apply and adjust an ease curve to control the underlying animation.
Applying an Ease Curve
Use Curve editor to apply ease curves for increased animation control.
Discovering Camera Animation Basics
Understand what to do and what to avoid when animating cameras.
Separating Camera Position and Rotation Control
Discover the concept of separating camera control for greater flexibility.
Animating a Dummy on a Path
Add a Dummy object to animate it along a path.
Linking a Hierarchy
Establish parent-child link using the Select and Link tool.
Retiming an Animation
Retime an animation using the Retimer tool.
Simulating a Population
Use Population to simulate people in an environment.
Configuring Idle Area Populations
Configure the settings of Idle Area and Seat populations to generate the desired simulation.
Modifying a Population Flow and Running the Simulation
Modify the parameters of a population flow to enhance the simulation.
Wiring Parameters for Animation Control
Wire the Parameters of a set of objects to automate animation control.
Editing an Animated Objects Motion Path
Modify the motion path of an animated object by adjusting the handles of the keys.
Working with the Data Channel Modifier
Use the Data Channel Modifier to create a unique animations.
Effects and Dynamics
Understanding Particle Effects
Understand the concepts of the particle flow particle system.
Creating a Particle Flow
Learn how to create a simple particle flow system.
Configuring Particle Flow Operators
Configure particle flow operators to create bees moving from hive to hive.
Creating a Particle Flow Fountain
Use Particle Flow to create a simple particle fountain.
Setting up a Fountain Pillar Particle Flow
Creating a particle flow source object and adding a particle emitter to it.
Editing the Fountain Pillar Particle Flow
Add additional operators to make the fountain particles more realistic.
Incorporating Collisions into the Fountain
Incorporate collisions within the particle flow effect so that the water of the fountain appears to be bouncing off a scene object.
Configuring Particle Flow Collisions
Configuring collisions to add water bouncing off fountain objects.
Discovering 3ds Max Dynamics
Examine the dynamics capabilities within 3ds Max.
Simulating Rigid Bodies
Setup a rigid body dynamic simulation using MassFX.
Simulating with Forces and Constraints
Add forces and constraints to create realistic motion using MassFX.
Creating a Tearable Curtain
Create a draped table cloth using the cloth modifier and MassFX.
Using Render Effects
Add and render a film grain render effect.
Creating Camera Glare
incorporate mental ray glare into a scene rendering.
Adding a Volume Fire Effect
Render a fire effect using the scan-line renderer.
Generating Grass with Hair and Fur
Create realistic grass using the Hair and Fur modifier.
Working with Space Warps
Create effects animation using Space Warps and simple objects.
IK and Rigging
Discover how IK can be used within 3ds Max to control objects for animation.
Rigging a Mechanical Assembly
Create a simple backhoe rig using Bones and IK.
Introducing the Character Animation Toolkit
Learn how you can create character rigs using CAT.
Creating a CAT Rig
Create a simple character rig using the CAT rigging system.
Understand how Biped can help in simplify the creation of character animation.
Animating a Biped Walking Up Stairs
Use footsteps to animate a Biped skeleton walking up a flight of stairs.
Working with the Skin Modifier
Add a skin modifier to create flexible geometry.
Using Weight Tables with Biped and Skin
Use weight tables to adjust the influence of bones on a skinned character.
Using Dual Quaternion Skin Weighting
Use Dual Quaternion skin weighting to skin a character mesh.
Working with Geodesic Voxel Skinning
Use Geodesic Voxel skinning to automatically apply a Biped skeleton to a low poly character.
Buying a Model from the Creative Market Store
Use the Creative Market Store to purchase a model to use in a scene.
Get an overview of scripting within 3DS MAX.
Creating Scripted Objects
Create a sphere then edit the script to create a new sphere.
Adding a Macroscript to a Button
Create a sphere then edit the script to create a new sphere.
Understanding the Max Creation Graph Editor
Get to know the layout of the Max Creation Graph Editor, a visual scripting tool configured for artists.
Installing an MCG Package
Install an MCG package in order to be able to use it within 3ds Max.
Using an MCG Modifier
Use the BUR_SpinScatter MCG to modify the placement of simple objects.
Learn how assembling scenes can create a cohesive presentation.
Discovering the Concept of Short Scenes
Learn how short scenes allows for more flexible post production.
Discovering Video Post
Learn to use the Video Post module for assembling rendered sequences.
Adding Image Input Events in the Video Post Queue
Queue scenes in Video Post to create an edited sequence of shots.
Editing Event Timing in the Video Post Queue
Setting timing in Video Post to create an edited sequence of shots.
Indicating Change of Time or Place
Understand the concept of cross fade editing for indicating a change in time or place.
Adding a Cross Fade Transition
Create a transition by blending or cross-fading one sequence into another.
Using Image Layers
Using image layers for collaborative workflow and compositing.
Understanding Scenes Layering
Learn to increase productivity and scene organization using layers.
Rendering with Passes
Add flexibility to compositing using render passes.
Working with State Sets
Learn to work with State Sets for accelerating performance and streamlining production workflows.
Configuring Multiple States with State Sets
Add multiple State Sets in 3ds Max and render the result.
Discovering Autodesk Composite
Learn the layout and features of Autodesk Composite.
Compositing Multiple Layers
Building a simple composite in Autodesk Composite.
Remapping Color Output
Use Composite to remap the output color of a sequence.
Understanding Program Interoperability
Learn how you can use geometry from other Autodesk products for rendering and animation in 3ds Max.
Linking Versus Importing
Understanding the difference between linking a model and importing a model into 3ds Max.
Linking to an AutoCAD Model
Use the Link AutoCAD tool to create a live link to an external AutoCAD file.
Applying Materials to an AutoCAD Model
Apply materials to a linked AutoCAD model.
Rendering a Linked AutoCAD Model
Render a linked AutoCAD model using Mental Ray.
Linking a Revit Model
Setup a link and preset in link a Revit model.
Rendering a Linked Revit Model
Add daylight and Render a linked Revit model.
Importing an Inventor Assembly
Import an Autodesk Inventor model for use in a 3D scene.
Importing a Sketchup Model
Import a Sketchup model for use in a 3D scene.
Incorporating Alembic Cache Files
Incorporate an Alembic file to provide for flexible data exchange.
Introducing Civil View
Discover Civil View and using Civil 3D data for animation and visualization.
Initializing Civil View
Initialize Civil View to run for the first time.
Importing a Civil 3D Model
Importing a Civil View model from a VSP3D file.
Understanding the Civil View Explorer
Take time to examine the Civil View explorer.
Placing Road Marking Objects
Add road marking objects using the road marking object style.
Adding Signs and Vehicles to the Layout
Add a sign and vehicles using the Object Placement Style Editor.
Rendering a Civil View Scene
Render a Civil View scene using the ART renderer.
Importing an FBX File
Import an FBX file into 3ds Max for use in a scene.
Exporting an FBX File
Export an FBX file for use in other programs.
Exporting a Model for 3D Printing
Use Export to save 3D model to an STL file for 3D Printing.
Considering Final Output
Discover what to consider for final output for print or video.
Understanding Scene States
Understand how scene states can be used to render a scene with multiple configurations.
Setting Up Scene States for Rendering
Understand the process used to save and restore scene states.
Understanding Batch Rendering
Learn to use batch rendering to render multiple views of a scene.
Configuring a Batch Rendering Queue
Setup a batch render using scene states.
Outputting Still Images
Discover why viewing distance is important to image resolution.
Understanding Print Resolution
Learn to use the appropriate resolution when rendering for print.
Controlling Print Size
Using the Print Size Assistant to set the rendering size.
Exploring Gamma Correction
Understand more about the concept of linear workflow in production.
Setting Gamma Correction
Set gamma correction to use a Linear Workflow.
Creating Special Image Types
Export files to use for immersive panoramic images.
Discovering the Panorama Exporter
Learn to rendering a 360 degree panoramic image.
Creating a Panorama File
Render panoramic images using the panorama exporter.
Outputting for Cinema
Understand the concepts of high-quality output for cinema use.
Saving OpenEXR Files
Render an OpenEXR file for use in film and television compositing.