Rendering

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The ART renderer will be assigned as default.
No Exposure Control plugin will be
assigned.
The Physical Camera Exposure Control is recommended, as is the use of Physical Cameras.
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Layers

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By default, all created objects will remain controllable at the object
level. Rendering, Motion Blur and Display
properties will be available at an individual level for optimal flexibility.
Note that the Layers feature can still be used.
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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 ART renderer.
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Lights

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The Lights will default to cast shadows, as ART always produces shadows.
The shadow generator setting does not matter as ART always raytraces shadows.
The use of Photometric lights is recommended, as ART always works in a realistic manner.
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Daylight

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ART uses the environment map to light daylight scenes -
light selection is not relevant, as the Daylight System is only needed to control the Physical Sky.
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Motion Blur

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In order to use Motion Blur with ART, objects should have Object
Motion Blur turned on. Image Motion Blur will not work with ART.
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Cloning

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Modeling of characters or animation projects often requires to construct
objects based on an existing one. For this reason, the default mode for
cloning an object will be Copy..
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Inverse Kinematics |
The solver of the HD IK chains will be set to calculate interpolation
between keyframes. This setting is optimized for animation.
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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 and interacts in real
time with the scene.
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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. Modeling and animation projects typically involve free-form textures to be placed on objects for maximum visual effect. For this reason the default value of this toggle is OFF, which means that objects and modifiers which generate texture coordinates don't scale them to the real-world size of the object. This is the style of texturing which 3ds Max has traditionally supported.
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