Initial settings for Max with the ART renderer

Overview

Almost identical to the Max initial settings, the Max.ART initial settings are configured to provide as much interactive performance as possible with small scenes, containing only a few shadow-casting lights using the ART renderer. Your application will be directed towards modeling, animating and rendering characters or models related to the entertainment industry, yet render in a physically-real way.


Rendering

 

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

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

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

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

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

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

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

 

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

 

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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