Rendering


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The rendering settings for a physically based lighting setup will already
be set.
The Scanline renderer will be assigned as default.
The Radiosity engine will be assigned to the Advanced
Lighting panel.
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Layers

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All newly created objects will take advantage of the Layers
feature.
Newly created lights will get their Renderable flag
set to ByLayer, allowing you to exclude lights from the
renderer in a group. Ideal for large projects involving many lights in
many places.
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Material Editor


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The material editor of 3ds Max will always default to use
the Physical material, dedicated to producing photorealistic renderings easily.
The Material Editor will use the Arnold renderer.
Materials assigned to an instanced object will propagate
to every instances of that object automatically.
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Lights


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The Lights will default to Cast Shadows and their
shadow generator will default to the Advanced Raytraced Shadows.
All created lights will share the same shadows settings as well by using
the Global Settings feature.
This will facilitate the management of multiple light sources, allow
light going through transparent objects and ensure accurate shadows for
linear and area lights rendering.
Skylights, Linear and Area lights will by default, Store their
direct illumination to the Radiosity mesh (in Object Properties).
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Daylight

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Daylight assemblies will always default to the IES
sun and IES sky, the sun being predefined to
a Raytraced Shadows shadow generator.
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Motion Blur

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For best default performance, none of the objects will generate motion
blur effects.
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Cloning

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Design and visualization projects typically involve a lot of objects
repeated within the same scene. For this reason, the default mode for
cloning an object will be Instance.
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Select by Name

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To make the navigation easier with data imported from DWG files (AutoCAD),
the Display Children option of
the Select by Name dialog is enabled by default.
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Inverse Kinematics

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Manipulating Luminaires built with HD IK chains can sometimes cause
"locks" or "jerky" results with with the Max
defaults settings.
This is normal in the context of animation: the equation solving is performed
between frames and not intended to provide good motion while interactively
manipulating a character.
For applications involving Luminaires, we need a high
level of interactivity in the viewport and less animation/key framing
support. This setting will make the HDIK solver work better with interactive
manipulations.
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Viewport Shading

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The interactive viewport of 3ds Max is well suited for interactive
environments where a few light sources are defined. As a result, the Daylight
object and Photometric lights are typically flooding
the interactive viewport with bright white color.
To resolve this, it is preferable to set the viewport shading to use
what we call Default Lighting as opposed to using the
lights from the scene. The Design & Visualization defaults enable that.
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Real-World Texture Coordinates

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There are two workflows for texture mapping objects, controlled by
the "Use Real-World Texture Coordinates" preference.
Design visualization projects typically involve textures on a known size,
such as an image of bricks.
For this reason the default value of this toggle is ON, which means that
objects and modifiers which generate texture coordinates scale them to
the real-world size of the object. This also turns on the "Use
Real-World Scale" option for 2d texture maps in the material
editor, which lets you specify the size of 2d texture maps.
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